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Everything posted by fredinno
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Here is my city's cencus.
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Ok, another city I made nearby has the same issue. Some buildings have a 'short' commute, even though others are 'long' and thus abandoned. Strange, since they are next to each other. Again, only an issue with R$$ and R$$$. Were there any changes to the traffic sim in NAM 34?
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Education eq was great, low pollition, high desirability, and the cencus stated that it should have jobs aplenty available. Mayor rating is high, water pollution low, and watered.... I basically concluded the city was glitched out, so I turned it into an industrial zone... Which sucks, since i need the R.
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SimCity 2013's creative director explains what we could have got without EA pestering
fredinno commented on Haljackey's article in News
The online was the primary reasob for a lot of those, as it moved dev time away from patching the game. Also, I would bet people would be playing 2013 today if it wasn't for online, since it has a lot of features lacking in Simcity 4 NAM, or Skylines. Plus, it would be moddable, and building and city aizes would be bigger. Also, it looks prettier than Skylines and Simcity 4.- 32 Comments
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- simcity 2013
- maxis
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Commute is too long. Strange, since I have monorail and lots of mass transit in all my cities, and highways as well. I think one of the large cities (the one farther away I built earlier I talked about) took all the jobs in the jobs center that were closest, and now the jobs left are farther away. However, that doesn't explain the med and high wealth being abandoned, unless they have inherently lower tolerance to high transit times. Especially since I-D and I-M support R$$ employees. I can understand R$$$ being abandoned because the jobs for them are so much farther away. I have a map of my region below. The city to the far bottom right is the one I am trying to fix. The orange arrows are the intended routes for the commuters. These routes cross 10+ cities, so there may be infinite commuter glitches in play. I found a potential one, but when I thought I fixed it, the no job zots were still there. Plus, I think it impacts all R types, not just R$$ and R$$$. However, I noticed some strangeness, the red lines (which go to a small commercial district, and a jobs district dominated by I-M and I-D- found around the giant, shallow lake to the right). Apparently, the R$ (whose demand is nearly filled across the board) are grasping at straws, for a job, actually commuting to another residential city (!) probably to get to another commerical city, in what can only be described as the most hellish commute ever. But those middle class snobs won't bother. Also, I'm using monorail in all connections between major cities (and in them), and mass transit usage and traffic capacity is set to high. I wish NAM would allow for infinite max commuter time... 999 doesn't seem to be nearly enough. And yes, unfortunely, I should have designed my region better, but still. And I've been adding highway and monorail networks to try to stop this, but it seems to be in vain. I have both fixes. That's not the issue- R$$ are abandoning like it's Detroit. I have also used the query tool. Most buildings have employees, but it's all R$ employees (as I said, the demand here is nearly full across the board) Many massive I-M strutctures with hundreds of jobs that should be great places for R$$ to work have only 3 actual employees (!) due to R$$ constantly being abandoned. Do R$$ prefer C over I? Because that would explain a lot.
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Can't Connect a Monorail or El Rail to a station!!
fredinno replied to fredinno's topic in SimCity 4 General Discussion
I works now. Thanks. -
Can't Connect a Monorail or El Rail to a station!!
fredinno replied to fredinno's topic in SimCity 4 General Discussion
Alln of them, includiing the default one and the ones for the NAM included (but no 3rd party ones) -
I was stating that it would be weird to have it as default when it doesn't even fit its tracks properly... Do you know of an automata mod that fixes that? Also, is there any way to make street, FLUP, and pedmall based networks connect to a neighbouring region? I'm forced to work on smaller city tiles due to the limitations of my computer.
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- NAM
- network addon mod
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Maybe they aren't using the NWM connections properly? I would assume a one-way RD neighbour connection would be on the bottom of the list right now, and a project on its own..? The reason I compared it to FLUPs is because it would probably operate the same, just elevated instead of underground... - allowing it to go over water. Tried to transition to Maxis Road for the connections- doesn't work. Seems like the traffic simulator got confused or something. Or maybe I did something wrong. Dunno. I'll try that. Also, just a side note, the BTM trains glitch at turns- not just 90* turns,, but also 45* turns. It's probably due to the train cars being too long (they look pretty though, better than the Maxis Monorail Cars), so is there a possibility of them being shortened to prevent this glitch?
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How do you modify the ordance overhaul mod to reduce the reward from enabling gambling?
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I know those bridges exist, but none are over maxis water. I was wondering if FLUP technology could allow for Pedmall bridges and if that would ever happen. Well, there are already OWR NWM pieces, so being able to connect them and Maxis OWR to a neighbour would seem to be the logical next step alongside viaducts. Cool! NAM 36? For RRW, I would assume. I'm probably missing something (as usual), but cycling though NAM lots using the TAB function doesn't seem to have a 7.5 to 0m and 15m road puzzle piece connection- dragging doesn't work, so... Sorry for the stupid question here.
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Relying too much on industrial zones
fredinno replied to catpower165061's topic in SimCity 4 General Discussion
Not really, but CS and CO need people to have demand for them, so it's natural to start out with industrial. Though you seem to have quite a bit of Commerical demand already....- 22 Replies
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- simcity 4
- industrial
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Well, darn. Never thought of using TAB. *Facepalm* Of course, it would be so simple... Regardless, would it be possible to make a FLUP-style puzzle piece bridge network- might be useful for RHW and PedMall... Would a One Way Road Neighbour Connection Mod (done like the NWM neighbour connections) be possible? Also, a draggable Rail viaduct would be useful- hopefully also being compatible with NWM and the such.
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Funny how there isn't even seem to be a way to transition a HSR to El HSR (or at least that I know of- dragging doesn't work, and there is no 3rd party mod or puzzle piece). Thus, why I asked for BTM to HSR transitions. Maybe I missed it somewhere? I hope I did.
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So it's easier to work with and allows for more complex configurations and draggables?
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A bit of a stupid question, but what is the motive for RHSR over expanding the dormant HSR project? I wanted BTM-HSR because I wanted a ground-level BTM system, AND a Double-height system to go over my el highways... Monorail with BTM uses the same # of tracks as HSR... There is a station that has both, but it's freaking massive- all I want is to have a ground-based HSR/Monorail system
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HSR would not be added to to expand monorail? It would seem to be easier to use what we have, and HSR has room for impovement. I was wondering if any 3rd party made a HSR to monorail connector, but I guess the closest is connecting them both with subway. Well, can't do much about the NWM ARD-3 roundabouts I guess- Viaducts are better than nothing ???
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- NAM
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welp. That sucks. Wasn't there the RealMonorail or RealHSR project (or something along that line) going on in NAM? I used El-Rail over Road x Diagonal Rail as an example... There are numerous other pieces missing from the El-rail-over road system. Not to mention the lack of a draggable function- maybe one way would be to remove the 'partially draggable' tram system to make a draggable system fully compatible with El-Rail by dragging El-rail over road/street/one-way road/avenue/pedmall/rail?/NWM?. Though I have no idea the work needed behind it. Are there any planned expansions (roundabouts, viaducts, FLUPS) for NWM-1 tile MRD-derived networks (ie. NRD-3)? Also, a bit off topic, but does anyone have a Monorail/BTM to HSR transition? I can't find any.
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A similar thing happens with diagonal streets at intersections. It's a graphical glitch that's probably never going to be solved, because solving it usually comes down to designing road/street layouts slightly differently.
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May I suggest expansions to the very useful el-rail on road system (you can't do el rail over road on a diagonal rail crossing the road?) and more stacked transport networks (like L1 RHW on road, or monorail on road). Though that latter part would be an entirely new system... Or even just elrail-GLR crossings. Also, is there any way to make the tram-on-road draggables (and el-rail on road) more intuitive? Maybe a system like the NWM where starter pieces are used, and road is dragged out on it. Is that viable? Are more NWM roundabouts also on the list (the system here is limited like NWM transitions were before the latest update)? I know NWM overpasses aren't being pursed right now due to wanting to concentrate elsewhere...
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sorry
- 63 Replies
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- traffic problem
- public transit
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thanks! hopefully this will be in NAM 36?
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ok... I removed all mods except for NAM... and this happened to my BTM over RHW connection. Sorry for the trouble.
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Comprehensive SimCity Music Collection, Version 3.2
fredinno replied to trar's topic in SimCity 4 General Discussion
What about SimCIty Buildit? And why would the copyright demons go on SimCIty 2013 muisc, but not SimCity 4 music? -
Comprehensive SimCity Music Collection, Version 3.2
fredinno replied to trar's topic in SimCity 4 General Discussion
They do. I remember playing both and having at least a few tracks.' I found some on the 'tube, but they're likely not the entire soundtrack. SimCity Social will be hard- they game was shut down... You don't have SimCity 2013 Music in OP either. Just a side note. Regarding the Sims, did you get a music collection on that too like you implied on OP?
