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Everything posted by fredinno
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Questions about SimCity 4 transport
fredinno replied to fredinno's topic in SimCity 4 General Discussion
Lastly, the fauq does NIMBY have to do with nuking the city messing with the experiment? Commuters for some reason travel through radiation-drenched cities... -
Questions about SimCity 4 transport
fredinno replied to fredinno's topic in SimCity 4 General Discussion
demolished it with the roads remaining. still 0 population. And I still don't get why a non-0 population means eternal commuters... I attached a post-experiment congestion map. My hypothesis seems correct that the simulator seems to think that going through Aicadea's Step highways to get to Sikigrat is faster. No clue why- on the other hand, I haven't checked Exsri Pass in a while.... -
Questions about SimCity 4 transport
fredinno replied to fredinno's topic in SimCity 4 General Discussion
I demolished the entire city including roads. population is 0. also, another thing. when I did the nuke experiment, I kept the simulator going for 10+ years- still commuters there. -
Questions about SimCity 4 transport
fredinno replied to fredinno's topic in SimCity 4 General Discussion
I didn't know that. I'm a newbie to modding. Why is adding code fobidden? I installed the fix a while ago- though it was relatively late into my savefile, which is why my R$$$ is still underdevelopped. But as far as I know, the "job count" listed is actually potential job count, assuming you have the people needed. Huh, interesting. Probably an anti-piracy measure. And with the overpasses, I wasn't able to find those in the NAM. I only got the puzzle pieces. And yes, I have the latest version. I considered CAM, decided it wasn't worth the work... And yes, I have the I- HT fix. I have a map of my region with arrows showing how and where sims come from. It's kind of a reverse tree right now... ok... well s*it. Both, really. There are subways, highways, and now monorails on a similar border line, all congested to the brim... why does demolishhing a city cause a non-zero population if there are eternal commuters? Well, thank you all for all this help! -
Questions about SimCity 4 transport
fredinno replied to fredinno's topic in SimCity 4 General Discussion
You'd think that they would find a way to modify this- the NAM modified the entire traffic engine... Or at the very least figure out a way to make road overpasses without using puzzle pieces... The ferries are generally right next to the bridges... And I thought that kind of stuff only applied on the Maxis Traffic Simulator? I put bus stops on my bridge. Freight traffic also seem to use it. Thanks for all that advice- The bridge isn't an esssential traffic corridor and is ~50-70% congestion anyways, so it's not like I need the extra traffic. Also, do you need my savefile to find if I have the infinite commuter bug? -
Questions about SimCity 4 transport
fredinno replied to fredinno's topic in SimCity 4 General Discussion
The latter. Thanks for telling me that, I'll try it. -
Questions about SimCity 4 transport
fredinno replied to fredinno's topic in SimCity 4 General Discussion
I meant Heavy surface rail... In my newest map (Deppinite City) I refused to add any roads to connect the industry, other than the farm roads that had been there before- and guess what? They STILL don't use the railway. There are a handful, but they shun it for using the old farm roads for the most part. :/ And Sikigrat/Siligrat does not have abandoned buildings- just I-HT won't develop anymore despite the demand being through the roof. Commerical there works just fine, and every time I zone some, even where there is a smog problem due to being right below my power plants, grows like weeds. Especially WREN INSURANCE (I added a killer for you, why won't you DIE!?!?) I have a really hard time getting more high tech in Sikigrat- I really want to, and the desirability and demand are high enough (and the demand cap has not been reached- I have a mod that tells me when it has been reached, and it's about 10% right now). Also, the High tech needs to constantly be given trees to cover it, or else the job count crashes from a slight bit of air pollution. Are you kidding me? And I don't see how I could get the eternal communter bug. I have an attached map with my basic transportation layout. From what I know of that bug, the communter would have to not encounter a Job area- which is not the case at all. HOWEVER, I remember when I purposely nuked Aicadea's Step, causing the population and jobs count to drop to 0 from radiation. There were still commuters, traveling from what I assuming is Exsri Pass to get to Sikigrat to work... Is that the eternal communter bug? "treed road"..what? I don't understand. The only highways I have problems with is the straight section connecting Exsri Pass and Aicadea's Step (monorail seems to have helped- adding another highway on an alternate route didn't work at all) and the border highway between Exsri Pass and Aicadea's Step. Again, all elevated rail is monorail. I have a enormous subway system, using NAM with medium high (but slightly modified to increase mass transit use a bit) transit settings and low capacity settings. The Drefinite Wetlands and Deppinite City residential areas are mostly slums, Valencia City is Low-Middle Class, and Exsri Pass and Aicadea's Step are Balanced residential communities. The big thing is that I have a huge R$ sector- all employed- a decent R$$ sector, but a relatively small R$$$ sector. Mostly just fate that caused it- and the fact I was trying to make industrial communities initially. Suprisingly, I don't have employment problems- though since my work load is 737,817 total jobs- (538,151(!) (I was pretty suprised to find out- Industry really lacks density, even with Industry Doubler- huh.) of those commercial in Aicadea's Step or Sikigrat) and the rest distributed among different industries- Dirty industry/Oil/Mining ( I added mods), and High tech being the biggest, in that order. Exsri Pass is incredibly dense residential, along with parts of Valencia's Step, both reaching 794,003 people total. Since Industry in Aicadea's Step is near non-existant, and the NAM works by getting to the nearest available jobs at the lowest possible time, it makes sense that my subways in Valencia, Exsri Pass, Sikigrat, and Aicadea's Step are congested to the brim- even when I added 3(!) lanes to many of the most congested lines, and monorail connecting the most congested Exsri Pass to Sikigrat and Aicadea's Step corridor. I've been holding off making a monorail on the city border highway (it's the most congested now)-since the grade seems too high for me to add monorail to- and that it's going to be a miserable pain to connect it to my existing monorail line. Last time I did that, I spent 2 hours terraforming and tunneling. NEVER AGAIN Lastly, I can't make a higher res photo. I have to use the in-game system- print screen doesn't work, or at least doesn't seem to work in Windows XP capability mode. Unless it's causing you to go bankrupt, why demolish a perfectly good, working rail line? I mean, if we're being honest here, all rail lines are passenger except for heavy rail, which is mixed traffic. So all of your monorail/HSR is passenger, because monorail doesn't transport freight. I need that space to make monorails without demolishing 20 buildings also, a lot of the rail is conveniently located near passenger corridors *surface rail Why? Oh Maxis, why? NAM didn't fix this? Why in the world is ANYONE using my bridge then?!?! Final question- how do you make a space when making a new city name or mayor name in the cheat code box when using the cheat to give the city or mayor a new name? Because I can't figure it out. And no, it's not spacebar- the cheat engine ignores it for some odd reason. -
Actually, I would also like to ask if there are any good high density lots for 1x1-1x3 residential, commericial, industrial? Thanks
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Thanks. Oh, I know about the can of worms plopping buildings opens. Speaking of ploppable buildings, I tried using Deadwoods oil production mod- it doesn't seem to be enploying anyone tho. Is there any documented problem with ploppable Industry or Commerical like there is with Residential? I only tried residential plopping- and commerical plopping once. It's just that Deadwoods' Oil production building plops tells me that everything is all right and operating at full worker capacity- only I'm not sure if workers are ACTUALLy working at them, since the number of people working in a plant is not displyed by the game, only the potential number based on the desirability and demand. Thanks.
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I meant community, not players. Obviously more people probably are playing the game than modding it. Just the people that are active on forums and the such. True. The thing about that is that I have a huge $$ and $ workforce compared to $$$, and all the services are $$$... And I know I can't supress demand for CS- but I can fufill it. Hopefully.
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Making buildings grow as desired.
fredinno replied to JeeKTan's topic in SimCity 4 General Discussion
How long? 50 in game years in and still working. I don't like ploppables anymore, since it makes things look so plain and monotonous (that is, unless I need to due to a demand cap I need to reach). But the ones I put in (I demolished a lot to build my monorail lines still worked. Basically, plopping residential only works to speed things that would have already eventually happened- up. I suppose plopping industry doesn't work? -
Making buildings grow as desired.
fredinno replied to JeeKTan's topic in SimCity 4 General Discussion
Actually, residential seems to work- as long as you zone residential beforehand- and have it desirable enough to sustain its residents... -
Making buildings grow as desired.
fredinno replied to JeeKTan's topic in SimCity 4 General Discussion
you damn commie... -
But I can never GET high density CS-$ buildings. Every time CS-$ pops up, a CS-$$$ building replaces it. Same thing with CS-$$ and CO-$$. I don't want to zone historical because that's a pain, and also limits me to the size of the buildings... And Hotels and huge malls (https://en.wikipedia.org/wiki/List_of_largest_shopping_malls_in_the_world) are a thing, you know. Most downtown shopping malls I've been to are connected to large hotel or apartment complexes- bloating the CS-$$ jobs number. Services in IRL are generally in the 1st or 2nd stories of mixed buildings, but since we don't have those in simcity.... Even with a huuge tech sector middle class, I never get the middle class CS and CO buildings... I can give you my region file if you want. Everything is zoned high density to save space, since my "region" is based off a IRL region of Anarctica's Bedrock that is pretty darn big. Or at least, do you have a high density CS-$$ and CS-$ mod pack? Possibly for CO-$$$ as well, Wren insurance is STILL invading my cities, even WITH the anti- Wren insurance mod installed!
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This is my region. There are a few questions I have with it. 1. How come my ferries are actually seeing use despite the bridge (Which also has bus service)? There is only one real destination, and that was already covered by bridge ( I built one between Aicadea's Step and sikigrat). 2. Should I remove my rial line for monorail? I mean, most of it IS passenger rail... 3. The highways of Aicadea's Step are all overcrowded. How would I solve this? Only the highways have overcrowding (and yes, I AM using NAM). 4. Is there any way to make road overpasses without the NAM puzzle pieces? Because I hate them. A lot. 5. Is there any way to make rivers and creeks coming down from mountains? 6. I can never put a seaport in the sikigrat industrial district shoreline. I'm starting to think it's impossible... 7. Any suggestions to do in this region? (BTW, all Elevated rail is monorail. As you can see, the ferry routes are VERY strange. some go off to areas WITHOUT CITIES.... BTW, only Valencia, Aicadea's Step, Exsri Pass, and Sikigrat have significant work to them...) Note: Valencia is a mixed (slums) residential with a small amount of man. industrial. It's mostly a sleeper community, for Sikigrat and Aicadea's Step. Exsri Pass is almost entirely sleeper community high density residential, with a small amount of commercial for the sims to shop without having to go downtown. Prices are pretty expensive there tho, since it's only about 4 5x5 blocks in area... Aicadea's Step is mixed commerical and residential (with a small manufacturiing industry I'm slowly displacing)- but has about 2x more jobs than people. SIkigrat is almost entirely industrial and commerial. I made it a major High-tech capital- sort of a "Silicat Valley", in a sense. There is a small amount of residential, but not much, and not very sucessful. It's failed to attract many, and it's almost entirely slums.
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The problem is that I never actually get high density C-$ buildings- even if I zone commerical in low desirability areas... I know the high density CS-$ exists, and that there is technically no demand cap for it (honestly, industry has such a high cap, it feels like it has none either) I just never get it. Hence why I want high density ploppable CS buildings. At the very least, please point me to the names of those high density CS-$ and CS-$$ towers in the buildingplop cheat list, so I can plop them, and finally provide groceries for my poor sims... Also, CO-$$ is 'fine' for the most part, it's just that I can never get high density services, unfortunately. Sometimes I get it from CS-$$ and CS-$$$, but NEVER CS-$. And population and jobs are not the issue, I have slightly over 1 Million people in my region, NAM installed, and plenty more job positions than can be filled by working sims. (there are still more sims than jobs, tho). If you need a map of it, look at my monorail problems thread... And I was asking since only really Cities Skylines is a real alternative (or SimCity 2013, if you can get past its flaws). The modding community for Simcity 4 is more active than the actual PLAYING community.... I was surprised to find out. And in any case, I'm afraid to play Simcity 2013, even on my modern mid-grade laptop with Windows 10, my biggest city maps are always Laggy... Playing a more modern game without lag- I feel like I would need a NASA supercomputer for that...
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No, I know how to use the forum software.. it's just- well, I probably should have deleted the other thread post.
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I made a duplicate because I thouught people wouldn't look on that thread since it tecnically was a new question....
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also, can you build a monorail over a highway?
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Questions about SimCity 4 transport
fredinno replied to fredinno's topic in SimCity 4 General Discussion
This is my region. There are a few questions I have with it. 1. How come my ferries are actually seeing use despite the bridge (Which also has bus service)? There is only one real destination, and that was already covered by bridge ( I built one between Aicadea's Step and sikigrat). 2. Should I remove my rial line for monorail? I mean, most of it IS passenger rail... 3. The highways of Aicadea's Step are all overcrowded. How would I solve this? Only the highways have overcrowding (and yes, I AM using NAM). 4. Is there any way to make road overpasses without the NAM puzzle pieces? Because I hate them. A lot. 5. Is there any way to make rivers and creeks coming down from mountains? (BTW, all Elevated rail is monorail. As you can see, the ferry routes are VERY strange. some go off to areas WITHOUT CITIES.... BTW, only Valencia, Aicadea's Step, Exsri Pass, and Sikigrat have significant work to them...) Note: Valencia is a mixed (slums) residential with a small amount of man. industrial. It's mostly a sleeper community, for Sikigrat and Aicadea's Step. Exsri Pass is almost entirely sleeper community high density residential, with a small amount of commercial for the sims to shop without having to go downtown. Prices are pretty expensive there tho, since it's only about 4 5x5 blocks in area... Aicadea's Step is mixed commerical and residential (with a small manufacturiing industry I'm slowly displacing)- but has about 2x more jobs than people. SIkigrat is almost entirely industrial and commerial. I made it a major High-tech capital- sort of a "Silicat Valley", in a sense. There is a small amount of residential, but not much, and not very sucessful. It's failed to attract many, and it's almost entirely slums. -
Questions about SimCity 4 transport
fredinno replied to fredinno's topic in SimCity 4 General Discussion
Oh wait, It started working again when I relined ALL the monorail in my industrial city... No idea why, all the connections were there, but still. About the seconds question, I;m making images now...
