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Everything posted by Propfam
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Here is the doc: https://www.sc4devotion.com/namdoc/feature-guides/roundabouts/roundabouts.html. As a side note (also explained in the doc), you can even make a turbo roundabout. Unfortunately, they aren't FLEX. So, you have to make the appropiate network first.
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Hello, YouTube is now full of verified person. That's because more people with >100K subs and 100K with consistency can be easily achieved, especially with popular topics (not with SimCity 4, unfortunately). You can make a "pansos" (panjat sosial, Indonesian word for social climbers) content and boom, your subs now reached 100K and congrats, you can apply for verification. How about if we implement such system in Simtropolis? Maybe, we can set the threshold to 500 reps or 1,000 or even more exclusive, 10,000. As I know, only 8 members that have 10,000 points or more, including the Cyclone-Cori duo. That's a very good substitute for Trixies. Thanks.
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I do have backups across multiple device, actually. But, only data, not the entire system. So, if the OS is failed, it has to be reinstall. Also, the backup on other device isn't always updated but it doesn't mean I don't backed up my data.
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guide How to run SimCity 4 Natively above 1920x1080 in Hardware Mode!!!
Propfam replied to Durfsurn's topic in SC4 Bugs & Technical Issues
So, you want to run SC4 with shaders? That's very good idea.- 89 Replies
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How about this? I hope we can make networks like we did in Cities: Skylines. Thanks.
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Nice CJ! Keep making compelling stories!
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'ATSUKI' | a realistic Japanese city
Propfam replied to ARTFX's topic in Cities: Skylines City Journals
Nice CJ! C:S offers flexibility to create realistic city. Keep up. You may have 3K of subs but you should pump higher quality than those with 100K. Again, keep up! -
1 Region divided into 7 Kingdoms with 7 King Mayors
Propfam replied to Max4k's topic in SC4 Showcase
It looks like it is work in progress. Keep up, Max. If you've done, post it in the Features. Posting in Features means more attention and potentially more reps! I don't know what king name should be. Maybe, experts in naming can comment below. Anyway, your choice is still really good. Thanks. -
Not only hardware failure, software failure can happen, especially with the quality of Windows 10. I recently got a problem with the start button and I have to "refresh" (according to Microsoft, reinstall Windows without removing data, app might be removed) Windows. Fortunately, none of my data is lost but I have to reinstall the apps. That's the job of backup, especially complete and organized backup. If the system for some reason come into a problem, you can just restore the backup from a specific data. If you only backed up your data, you may safe from critical OS failure caused by the OS itself thru bug, virus, etc. I want to have backup, personally. But the cost of hard drive isn't affordable for me. Remember, I live in the third world, not first world so money should be spent wise. That's my word. Thanks.
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Is it true Commute Time heavily influences Desirability for R$$ and R$$$?
Propfam posted a topic in SimCity 4 General Discussion
I have a city with some city around it that I deleted due to making the region imbalance (I should make a backup but I forgot, so). In that city, I have a moderate crime, 1 fire station with small coverage, functioning education, functioning healthcare, and although I have a landfill in the edge of the city, I had been bulldoze residentials located within 30 tiles radius. The traffic is mostly fine, only a small jam in some area because lots of traffic is pedestrian. This shouldn't be a problem right? Well, my commute time is 200. I used ferries to transport 700k R$ to other cities with enough CS$ jobs. In the beach area of the city, I have some CO$$$ and on the reclamated island, I also have R$$$ and CO$$$. But when I make the residentials to R$$ and R$$$ (the population decreases to 400k and the commute is around 50), why are they abandoned? I also noted that I plopped gas plant on the left side of the city and they did pollute the city but I replaced them with solar plant. I also noticed the desirability for R$$ and R$$$ is red before (without) God Mode trees are plopped despite my effort to increase the desirability. Is it true that commute time heavily influence desirability? Edit: even after R$$ and R$$$ were in place of R$, the desirability is still incredibly low. There are some abandoned buildings. After some planting trees and switching to solar plant, the desirability of course went up. However, the buildings are quickly abandoned. I don't know why this happened? Thanks.- 2 Replies
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Is it true Commute Time heavily influences Desirability for R$$ and R$$$?
Propfam replied to Propfam's topic in SimCity 4 General Discussion
To be clear, I delete the city along with the neighbors. And I do it after I decided I don't those cities, not when developing my city. Thanks.- 2 Replies
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Hello, I heard you are working on a subway override or as you marketed it, FLUPs revamp. Yes, we're getting the new FLUPs. I get frustated with current FLUPs implementation. I hope this will be the solution for those who are constantly working on FLUPs in dense cities. Imagine a FLUP system without manually placing routes one-by-one and space has to made for the routes. This is a game changer. So, congratulations for NAM Team working for 17 years. Keep innovating. I think we can solve tunnel problem using the exact same way as the new FLUPs implementation. SimCity 4 may have lots of limitation but don't let the limitations restrict the innovation. Innovations should be appreciated and developed. As a bonus, here are my ideas: Traffic Filters. Yes, Ganaram made those in the past. But why NAM doesn't include those in the installation? We need those especially for those who want to develop BRT systems (yes I know the filter for BRT does exist currently for only for RHW-2). Not only that, we can finally create a HOV lane with just default NAM. Also, there are also null filters to prevent the traffic to passthrough. This is useful to make a decorative road, road only exists to decorate the city, not for functional purposes. Or, to separate one traffic from the others. This will enable some kind of traffic control in the game. Maybe, we can create a road network dedicated to just (if possible) mayor limo. I mean this: Diagonal bridge. Yes, DBE exists but it require the player to exit the game, put the mod on, play the game, build the bridge, exit the game, put the mod off, and play again. This isn't like that. This is a bridge revamp. So, player can directly make diagonal, adjacent, and custom bridge. At first, we only need certain amount of pylons available to choose similar to DBE. Then, we increase the variety of pylons to choose. So, if you want to recreate a cantilever bridge using new bridge implementation, that will be possible in the future. More extensive FLEX implementation across the board. (As mentioned above), tunnel workaround using subway override. RRW for subway? But, I don't think this is useful. Flexible ped(overs). Current implementation is purely puzzle based. The pedover will be revamped along with more varieties on curves etc. So, you can now create 90 degree smooth curve pedovers, much like C:S pedovers. Also, more ramp varieties not just the lift one. Sound barriers, seawalls etc. This won't be in NAM of course. But, these mods will be worked by (maybe) the same people as NAM and will be using the Flex tech as NAM. So, we can create custom shaped seawalls, sound barriers like C:S. Custom-shaped canals. Yes, canal pieces are plentiful but for some shapes, this isn't enough. So, this idea is connected with idea 7. The canal will be using flex tech instead of puzzle pieces and (for completion) the ploppable by respective canal mod. So, if you want to build fractional-angle canal, that's possible without plopping pieces dedicated for fractional-angle canal. Of course, this will in collaboration with Simgoobers or Callagrafx. More street flexibility like roads. So, we can have fractional-angle streets, elevated streets, etc. Extensive monorail replacement (I forgot the name). This is currently available on NAM 38 but we should develop it much further in the next versions. Hope those idea will be discussed and implemented. Sorry for my words. Thanks for your attention.
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For point 2, that's what I mean. A toggle within the game to activate the DBE. So, player can just toggle (I wish) much like toggling day/night cycle. The button will be at the bottom of Network section (Roads, Rails, RHW, misc transit) of the menu. In-game integration of such feature is still the ultimate goal but it requires revamping the bridge system which is hard but also side effectly rewarding. Why? Because we might understand how tunnel system works and we can use it to our advantages without resorting to (currently buggy) all new FLUPs system. Of course, FLUPs will still exist but we will integrate it with tunnel or if it's difficult philosophically and technically, we just scrap tunnel altogether and use FLUPs, the way NAM Team is leading. For point 7 and 8, I mean networkified lots: networks look like lots. This isn't traditional lots. This will be override networks. By using override, of course FLEX is certainly possible. So, you can make seawalls using C:S method of dragging across the shoreline. Same to canals or personally, runway. Imagine runways made by just dragging an override. It saves time by not plopping traditional lots. For things like seawalls, it will be a null-traffic network. It's weird to see a networkified FLEX seawalls with car traffic. Pedestrian access may be considered. Or we can use much familiar analogy: SAM #1: Parking Lots. This is traditionally (even to this day) a set of ploppable lots. But NAM Team has been made the set of lots to be an override network under/based on SAM. Using this analogy, we can convert seawalls' straight piece, inner corner, outer corner, etc to an override network. Of course, we don't bundle it in NAM installation because it's not relevant. But, this will be a spinoff project of NAM or collaboration with NAM Team utilizing the Flex technology. For point 10, yes I mean HRW (and eventually RHSR). But I forgot the name at the time of post. This is made somewhat clear by "available in NAM 38". Bullet train is certainly no longer available since 37 and after. Note: I may mixed up FLEX and override. Of course, they are different but they're related to each other. Sorry for my confusion.
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Absolutely nope. Maxis has been closing down their studio since 5 years ago and they focused on SimCity: BuildIt and The Sims series. But, if you mean the community will release games like SC6, it might be. There are several attempts to make a city builder here in Simtropolis: KotCity, OpenSC4, etc. But, most of them failed due to lack of contribution and/or expensive cost. Not to mention to OpenSC4, there will be legal hurdles to solve. So, also nope for that, at least for now. I'm not pessimist but I don't think it's gonna be possible at least yet. Thanks.
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In terms of slope flexibility, yes. But, I use Ennedi Slope Mod with bridge parameter tuned in a way that building bridges in non-water area easy. I don't mean that's nearly impossible with Maxis one. Hopes this clarifies. Thanks.
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As long as there are 2 sufficiently-sized higher-level areas on the side of the area to be bridged. 3-5 tiles should be enough for default settings. Of course, if you set the level of the bridge to be high, you need larger areas. Yes, but it's very difficult in Maxis settings of slope. If you want to build it relatively easy, use a kind of slope mods. One of those slope mods is Ennedi Slope Mod that I personally use. I don't know much about other slope mods behavior but there are some slope mods that basically just a slope mod: no road building speed up, no enhancement to bridge building, etc. Just smoother slope for roads, avenue, etc. Hope this helps. Thanks.
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Hello, I have considerably the most luxurious merchandise Simtropolis ever created: solid-silver pin or mini-sized letters. Yes, you hear them right: solid-silver, not silver-plated or even worst, silver-colored things. So, the idea are Pin: you place in your shirt to show to others that you are a part of Simtropolis. The style will be logo only or Simtropolis letter mark. If possible, the pin will feature the signature blue color. There will be special edition pins. These pins are only circulating in small number. Mini-sized letters: you place in your desks to decorate it or place it in a collection. Unlike pins that you won't need after certain numbers of them because your cloth is full of them, you can collect them as many as you want, making it the best substitute or complementary of STEX Collections. Again, there are colored (if possible) and there will be special edition letters. Maybe, we'll release a gold edition for long-standing Simtropolitans. Other. Please vote other in What style of merch do you want? section of the poll and post your idea below. The price for these are either $5 or $10. We'll cover higher prices if there is a demand for them. For the limited edition, the price is obviously different. How can Simtropolis get benefit from this? Well, silver price is actually cheap, ~$1/gram. So, Simtropolis will get $3 from every purchases of the merch. Same goes to $10. Assume the weight is increased to 2 gram, Simtropolis will get $5 for every purchases. This will be the cheapest donations with rewards, as compared with $10 of STEX Collections. What do you think? Is this a great idea? Thanks.
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Hello, I'm don't pretend to teach. I want some help. Can you explain how to texture the NAM in logical way with GIMP? Thanks.
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guide How to run SimCity 4 Natively above 1920x1080 in Hardware Mode!!!
Propfam replied to Durfsurn's topic in SC4 Bugs & Technical Issues
You mean this: Edit: More like this, though I'm not directly discuss the resolution issue: Thanks.- 89 Replies
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