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adventurerneil

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About adventurerneil

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    Sophomore

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  • City-building game(s)
    SimCity 4
    Cities: Skylines

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  1. SimCoug's Lot&Mod Den

    Looks amazing - keep it up!
  2. Wow, great info, and much detail - thank you @twalsh102! Just to clarify a quick thing or two - when a sim reaches a neighbor connection, they magically appear in the next city (and are presumably able to look for work there), regardless of whether the ACTUAL neighbor connector is linked up to any network? (Stubs that are unattached are only aesthetically problematic?) Also, when you say CO, do you mean specifically commercial office demand, or commercial demand in general?
  3. Thanks again, everyone, for the good guidance. Much appreciated, and it's being incorporated! :-) It sounds like one means of preventing eternal commuters is to make sure there's a variety of different job wealth levels scattered throughout town. It also sounds like I should be cautious / intentional before creating an abundance of neighbor connections, especially near residential areas. (Maybe even going so far as to have only 1 neighbor connection per city while I do initial build-out / build-up, and then going back to make connections in once jobs are in place more locally.) Cheers!
  4. Rail graphic glitch?

    That makes sense. Thanks for the speedy replies, dear mods!
  5. Rail graphic glitch?

    I'm starting to learn NAM and stumbled onto a graphical error that looks like tiles simply not displaying anything when rail crosses certain RHW's. I haven't tried all the widths, but so far it seems to consistently happen on 6 and 7 wide ground-level RHW (I'm not sure if rail is supposed to be able to cross that many lanes, or why you'd want to IRL, but it seems to be acceptable for smaller lanes so I assumed it would work). I'll post a pic or two. Here it shows me dragging rail over RHW-6, but it makes a dark brown path indicating it's going to display neither the RHW nor the rail: It shows rail here, after I've done the above with the dark brown path: But it seems to work just fine with RHW-2 and elevated RHW: Any help? (Oh, and if my RHW looks odd it's because it's Euro texture, so no yellow American lines.)
  6. SimCoug's Farmhouses R$

    Super pretty, can't wait to add these to my farming towns. Can you recommend / link to any specific content, when you say "These lots look best when used in conjunction with other rural SC4 resources (like farm fields, orchards, etc)"?
  7. Help Me Grid & CJ my town: Boulder, CO

    Thank you everyone, for the wonderful guidance, resources, and reality checks! :-) A lot to dig my teeth into and play with. Probably not possible - Europe is the bees knees IMO!
  8. Greetings from snowy Colorado, everyone! I'm designing my first region-wide Transportation Master Plan™, so that I later have something to kick myself for / regret every step of the way! I have NAM 35 and my TSCT is set to European (high) usage of transit, so my sims will actually, you know, walk a mile (unlike certain *cough* California-centric vanilla lazybones sims). I'm on Eaton region (I'll post a pic further down), and I'm anticipating very high density near the water, slowly petering out to medium and low density as you move West, maybe akin to a Chicago type region in terms of density / land value. My goals are to: push myself to learn more about NAM, develop something that is functional and cost-efficient, and to develop something that is aesthetically pleasing / not OVERLY grid-y (without pouring TOO many extra hours down the drain for looks). I'm wondering: 1) Is it a good idea to do transportation top-down like this, or should I let the cities and transit evolve more organically as I develop each city? (in theory that sounds most realistic, but in practice I'd rather hammer down a skeleton that at least serves each area minimally and then later build onto it, rather than have to go back and demolish and re-envision a lot with existing infrastructure. Don't want any eminent domain riots!) 2) What types of transit would you plan most centrally for a region of 10-50 million sims? I'm thinking heavy rail and RHW will form the bulk of my inter-regional connections, with some monorail connecting posh areas, and subways in the CBD's. 3) Do eternal commuters only apply to one type of transit at a time? For example, if I plan a RHW system that follows the tree structure, but have another type of transit that completes a loop (with the RHW), it wouldn't matter because they'd have to be transferring / parking to complete said loop, right? So far I have a rough sketch of what a possible RHW / rail / monorail network could look like. Let me know if I have set it up correctly to prevent eternal commuters (the squares are outlining the tiles I believe will be the most dense, but don't cross any regional borders): Cheers and thanks in advance for any input!
  9. Show Us Your Anti-Grid!

    Thank you, rsc! NAM 35 continues to awe (and overwhelm, if this newbie is being honest!) with its native capabilities. I'm stoked to hear it's moving toward Flex/Draggable and away from puzzle, too. Just fiddling around with it and comparing it to old school rail textures I was pretty amazed at the contrast with what rail must've been like back in early vanilla. I'll dig in to the documentation on my next city build up, which should be tomorrow. Cheers!
  10. Music Folder Missing?

    Trying to add SC3K music to my SC4, but realizing I don't seem to have a Radio/Mayor folder anywhere (downloaded from Steam)... anyone know how I can do it without having to run it through iTunes?
  11. FAQ: FileJuicer and .exe installers

    In my (newbie) opinion, Wineskin Winery is the best option these days. I didn't enjoy Keka and didn't want to pay for Juicer, but downloaded Wineskin Winery for free and have had 0 problems installing from .exe's since. There's a good youtube tutorial showing you how to use it:
  12. 2016: Year in Review

    Eegads! This is such incredible work. I really appreciate that you bring an artist / photographer lens to the game, as well as that of a traveler. Having lived and traveled abroad somewhat extensively, it's clear that you have, too (or have at least put yourself in these places using many digital means). You capture so much with so little, and have made it all very accessible here. Truly inspiring and groundbreaking - thank you!
  13. Help Me Grid & CJ my town: Boulder, CO

    Thank you, Corina! Lots of good suggestions and places to start. Out of curiosity, what did you use to get all those pretty pink lines on that tiny image? That looks way better than what I've come up with so far! Sorry, the way I phrased it was confusing, I should clarify: I'll definitely be sticking with the large tile! The large still is still in my opinion much too small for any sense of realism, and is one of the real oversights of the game IMO (I also think regional play should all advance simultaneously rather than having to waste endless hours switching back and forth between cities - but alas, Maxis did not consult me before shipping, ha). Take, for example, the relatively compact and walkable city of Boulder - compared to most cities in the Western US, it's VERY dense and non-sprawling. It was intentionally kept within a certain city limit, and more recently even height restrictions have come into play for buildings (which I personally don't like). Anyway, all that to say that if you wanted to REALLY map reality using SimCity 4, it's pretty undoable / annoying due to the size limits the game imposes natively. Just to get all of Boulder's ~110,000 residents matched up one-for-one in terms of space, it'd take at least FOUR large tiles. Denver Metro Area (which, compared to Los Angeles or Chicago, isn't all that sprawl-y) would take two whole Eaton regions (8X8 large tiles) stacked North-South, if mapped realistically! But I'm going down a rabbit hole. What I meant to say above was that if it's too much of a hassle to have 256 X 256 lines drawn on the Gmap, I'd be willing to have fewer and be within a few tiles accuracy on the actual game map. So instead of an exact 1:1 in-game to gmap area ratio, it'd be 4:1 (for 128X128 lines), or 16:1 (for 64X64 lines). I think you're right in that the key to getting those lines and that level of detail is to have a large image, or even have it scale / zoom, like Gmaps and the game both do.
  14. Hey Simtropolis! I'm a pretty new player / Simtrop lurker, and was wondering if I could solicit the community's collective wisdom on resources to do a few things: 1) Help me to put a grid on my town of Boulder, Colorado using Google Maps + whatever grid-making software. I made a large-tile-sized square (4.09 km on each side) on Google Maps using ScribbleMaps: https://www.scribblemaps.com/maps/view/Central_Boulder/BoulderSC4, and now I suppose I need to draw a grid on it (256X256 right?). I'm not sure what the best way to do that is. I can eyeball it, of course, but was hoping to get more detail in case I feel the need to micromanage 65,536 individual tiles (like ya do). (edit to add: I'd also be willing to look at slicing the gmap into 128X128 or even 64X64 if it's significantly easier or if there's a cost differential) 2) Help me think about ways to re-create the University of Colorado, which is pretty large and triangular campus that'll sit in the bottom middle portion of the city tile. The standard Maxis Uni won't cut it, and while I could try to create some ad hoc triangular area that incorporates other educational facilities, I'm again hoping for something more robust and customized. 3) Help me find good ways to re-create the bike and pedestrian Boulder Creek path, which meanders its way East-West through most of the middle city and has lots of diagonal parts. Also - any suggestions on how to create a SHALLOW creek area (and other terraforming / landscape general ideas) would be appreciated. 4) And last but not least, help me conceptualize creating a City Journal for this, since I never have before! Any and all help appreciated, I'll keep you posted with what I come up with! Cheers, Neil
  15. Show Us Your Anti-Grid!

    Thank you, Matias, for the info / suggestions! So, I installed NAM, I think I chose "full install" but I'm not too positive I got RRW completely installed with it, because I don't remember seeing those pieces in my menus. I may have to look at re-installing with custom to get it. All the lines I did yesterday were just with the default "t" rail tool. Per your suggestion, today I dug into FAAR puzzle pieces and learned how to see the difference between ortho, diag, and FAAR ("OK, it starts ortho up here, but I need to transition to FAAR, do a few staight pieces of that, and then transition to daig..."). Funny you should mention a slope mod - I installed one after drawing out most of my lines yesterday. I noticed that it took me ~30 mins to crank out a bridge with restrictive rail rather than default, but I imagine a lot of that is learning curve time (I imagine the same process would only take a pro like haljackey a few minutes from a total rough start?). Since the rest of my town so far is streets, the slopes have been pretty forgiving ever since. ;-) And yes, I'm totally with you on wanting a railyard at a few of the convergence points! I still don't know what I'm doing enough to do that, but I'll check out Simmer2's stuff and see what I can do. I only finally today learned how to use Wineskin Winery to make use of all the .exe's I've been downloading. Until today I've just been downloading interesting content and crossing my fingers hoping that it wasn't wrapped in an .exe! Here's how's it's looking today, on the left side you can see one of the rail curves I smoothed out (the inner circle, outer is a street):
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