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SimCity (2013) Mod Help
cah67mix replied to Voldore's topic in SimCity (2013) Modding - Open Discussion
p.s. Thanks for your reply earlier. I figured out how to comment on XoXide's original thread so hopefully they are still reading and reply. -
Road ( Trench / Raise / Bridge / Tunnel ) Mod - XoXiDe
cah67mix commented on xoxide's file in SC13 Roads & Traffic
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SimCity (2013) Mod Help
cah67mix replied to Voldore's topic in SimCity (2013) Modding - Open Discussion
p.s. This is the XoXide mod ... -
SimCity (2013) Mod Help
cah67mix replied to Voldore's topic in SimCity (2013) Modding - Open Discussion
There has to be something about the correct keystrokes then because you can see in that .JPG it is loaded properly. Correct? -
SimCity (2013) Mod Help
cah67mix replied to Voldore's topic in SimCity (2013) Modding - Open Discussion
Either that or I just don't know what the correct keystrokes are for the raise/lower tool ... I thought they were M and N. If the problem is something as silly as that then maybe I shouldn't be playing LOL. -
SimCity (2013) Mod Help
cah67mix replied to Voldore's topic in SimCity (2013) Modding - Open Discussion
Thank you. I think the problem I'm having is I can't figure out which folder to place the .package file into. SimCityData or SimCityUserData ... and then within the userdata tree does it go into the folder titled "packages"? See attached .JPGs. -
SimCity (2013) Mod Help
cah67mix replied to Voldore's topic in SimCity (2013) Modding - Open Discussion
If anyone is still following this thread please help. I am having no luck getting mods to work. I've used the online video tutorial explaining how to download and extract the files, and then placed them into the folder on my drive. But they just don't work. For the moment I'm pretty happy with the game as is, but I'd really like to be able to drop and raise roads so that I can create interchanges and over/under passes. If anyone knows what I might be missing please help. -
Now that is IRONIC. As soon as a post the question I FINALLY get the upgrade! SMH
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OK ... never mind on the processors angle. They're not used for Omega ... only for the drones (but of course I can't produce drones until I get the upgrade in place). And it doesn't appear that I have any supply issues with oil and ore. So why the heck do the franchises keep sliding backward JUST as they close in on $12.5K? #frustrated and #annoyed.
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Hey all, Looking for thoughts ... I have OmegaCo running alongside gambling, landmarks, five megatowers, and hi tech (producing processors, TVs and computers). The city is in game year 11 with monthly profit between $250-400K Simoleons from transactions, and is very stable ... haven't had a fire, death, or crime in several game years. All taxes are set at 0%. My problem is that I'd really like to upgrade the OmegaCo HQ to level two so that I can get VSTOL delivery of oil and ore. This will enable me to eliminate a trade depot and develop the land that depot sits differently. It seems like every time the franchises get within <500 Simoleons of the $12,500 goal for upgrade it slips backward for some reason. I can't figure out why the franchises keep deteriorating. The production lines are maxed out and buildings aren't being abandoned so it has to be a supply issue perhaps? I'm wondering if I should shut off export of processors for the moment in order to speed up production of Omega at the factory. Exporting only TVs and computers won't hurt my bottom line profit margin at all. Thanks in advance to anyone with thoughts or suggestions.
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Omega factory success?
cah67mix replied to Skywarpgreer's topic in SimCity (2013) General Discussion
I have OmegaCo running alongside gambling, five megatowers, and hi tech (producing processors, TVs and computers). The city is in game year 11, is very stable ... haven't had a fire, death, or crime in several game years. I'm pulling $400K+ Simoleons consistently from transactions and have all taxes set at 0%. My problem is this: I'd really like to upgrade the OmegaCo HQ so that I can get VSTOL delivery of oil and ore. This will enable me to eliminate a trade depot and develop the occupied land differently. It seems like every time the game gets within <500 Simoleons of the $12,500 goal for upgrade it slips backward for some reason. I can't figure out why the franchises keep deteriorating. The production lines are maxed out and buildings aren't being abandoned so it has to be a supply issue? I'm wondering if I should shut off export of processors in order to speed up production of Omega at the factory. Thanks in advance to anyone with thoughts or suggestions. -
Archology Population Question
cah67mix replied to cah67mix's topic in SimCity (2013) General Discussion
I was wondering that as well. I was looking at it again last night. What is REALLY weird is that one of the cities is showing an archology population around 28K, but visitors in excess of 133K. I'm not losing sleep over it, because the cities are self-sustaining, but the visitors increase really enhances the bottom line on the balance sheet. LOL weird archology stuff.pdf -
What to do with the Academy
cah67mix replied to Prophet42's topic in SimCity (2013) General Discussion
Personally I find the building so cool that I'd keep it around anyway just for aesthetic purposes. -
Archology Population Question
cah67mix replied to cah67mix's topic in SimCity (2013) General Discussion
Any ideas about what to do if that never happens? It's been nearly a week. -
Have they removed this since 2014? I'm not finding it at all.
