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Everything posted by Lord Kronos
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wouanagaine, you have out done yourself again with the creation of SC4LIG. I just ran it and whilst I don't have a huge plugin directory (only 807MB) it had the info in no time flat. However, I must ask, would it be possible to create another program which will pull out a list of ploppables and categorise them the same way? One last question, I have not yet looked at the html code, but I'm assuming it could be easily converted into data readable for a database, or for a spread sheet, as well as what other information you would be able to include (I'm thinking location of the lot, DAT file and location etc.) Once again, Great work here. LK
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This is a great development in the history of the game and of this web site, up there with the NAM! LK
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ruhlcore, You're using the wrong hole digging lot. You'd be using the 15m hole, use the sunken road lot, to get a depth of 14 meters which is what Buddybud has designed these lots to be used with. It is mentioned numerous times previously in this thread, and on the download page on the STEX. LK
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One thing in addition to everything else mentioned that can be done, I'd like to see how mass transit stations report on their usage. Basicly so that they don't count express traffic, just traffic that actually boards and alights at the said station. At the moment, so as to avoid this situation, you need to build the station, so that there is a one tile gap between it and the main line running through. This is the current solution, and it is a pain as it takes up additional space that shouldn't be needed | * empty tile | | \ | \ | * | | * | | * | siding with station attached | * | | / | / | |main line If through (express) traffic didn't count it would be great. I just don't know if it's doable. This "bug" applies to all forms of mass transportation stations, Rail, Elevated, Monorail, Bus, and I assume Subway as well, though I'm not positive. Edit: I'd also like to request if you can look into the possibility if we can make Simcity obey the laws of distance, so that a diagonal transit network is actually shorter than taking 2 straight lines with one corner. I hope that makes sense regards LK
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Cammo's Mapping and Cartography Studio
Lord Kronos replied to cammo2003's topic in Mapping Community Room
Great to see some Aussie city maps on the STEX!!! I haven't been to Hobart but this looks to be a nicely done map, Well done! now for my reason on posting such high praise: Do you take requests? If so I'd love a map of the Adelaide Metro area. If you dopn't, and you could point me to where I can gain the data needed to make a map, it would be greatly appreciated. Regards LK (Adelaidian) -
Official Mapping Community Requests
Lord Kronos replied to RadioheadFan's topic in Mapping Community Room
I'd like to request either an accurate map of the Adelaide Plains (Adelaide, South Australia, Australia) Or at least a stylised version of it. Ocean on the west, Ranges on the east (actually just rather high hills!) Port River to the nort west (with harbour and inlet). It's actually very narrow between the ocean and the hills (I think it's well under 20km at narrowest point). There are also some ridges (caused by fault lines) that could be added if possible. Thanks in advance. regards LK -
I actually meant a rendered version, but that'll do! And if you do lower the ceiling of the elevator shafts it'll add to the feeling that the roof isn't really there, it's just to protect you from the elements, not to keep you enclosed. LK
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I vote to see what vesters proposal actually looks like!!!, I think it could actually work. I'm assuuming that the machinery for the lifts is under the ground. perhaps you could have one lift in transit regards LK
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I think You need to move the end roof supports back into the corners Add some bike racks (just some metal archs with maybe a loop in the middle) And instead of having the buses come in perpendicular to the station, have them pull in parallel to the station so they can pull back out easily. One on each side of the station would be good to help simulate different bus routes. They are just my ideas of course. Take what you will LK
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Lakeboy, don't wait for the 3rd, as it's already happened, Colin Thiele (I'm sure I've misspelt his last name) died on Monday. He was the author of Storm Boy and a very well known australian artist
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SC4BOY, I know what you're saying about how SC4 handles commuters, it is indeed annoying. Has anyone tested as to whether or not trasport stations such as elevated rail and monorail (Now HSRP) can function like the ingame Rail Station? That is, be placed next to the track and thereby only counting those passengers who bored and alight at that particular station??? It seems that the community is crazy about having Lots transport enabled (especially rail) when the station might actually function much easier if ir wasn't transport enabled. Perhaps someone needs to do some experimenting along these lines (pun intended) LK
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No, I haven't given up, nor will I. Although it might not be until summer break from University (December-February) that I get another chance to really work on these as I under estimated the amount of work I'd be having to do. Add to that that I have more concerts to prepare for as one of the three Bassoonists dropped out, so I now have to cover his concerts, it makes for a hectic semester... LK
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No this thread isn't dead, unfortunately I have had a lot of real life issues to work out and I'll leave it at theat. The reason there are holes? becauase I want to have them. There is going to be a piece which you can use to cpver the whole highway (piece 5). As for different tops, maybe later I'll make industrial versions, but that is a maybe. In the mean time, I'm slowly working on these, they will get done, it's just a matter of me finding time to sit down and put in some solid work on them. LK
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marcosMX, who are you to say what is realistic and whether he should do that anyway? Sure the lot could use a lot more scaffolding and such, but it is a nice simplification of the idea of an oil rig. What I'd like to see you do creator is create the pre-abandoned version of this and any other such buildings you create so as to provide continuity in story lines in CJs for example. I give it a 7 - Great Work!
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The World's Tallest Residential Building
Lord Kronos replied to daniel01's topic in Architecture & Urban Planning
I've been to Melbourne quite a few times over the years, and personally I think that such a tall scraper stuck out where it is is going to look rather silly for quite a while until some more scrapers pop up around it. I prefer my city of Adelaide, we might not have scrapers, but at least we weren't settled by convicts! LK -
Traffic vs "jobs" or "occupancy"
Lord Kronos replied to SC4BOY's topic in SimCity 4 General Discussion
The situation that Bones1 is seeing in Industrial sections is the games way of representing industrial facilities. It has a Main building to which commuters commute (and park there), and from which freight leaves. These extra buildings (smoke stacks, sheds etc.) that don't have commuters add to the number of available jobs, and add to the facilites available to the main building (Farleys Foundry for example. I'll provide some pictures of what I'm talking about if people need them to understand what I am saying. I however, have never seen this occur in a commercial sector, so perhaps if you could provide a picture of it happening in a commercial area it would be greatly appreciated and would perhaps settle you're little argument. Regards LK -
SC4Terraformer, a tool for regional handterraforming
Lord Kronos replied to wouanagaine's topic in SC4 Modding - Open Discussion
wouanagaine, Got a problem I tried to load my region (created with SC4T) and it froze. Had to do the three fingered salute to close SC4T. here's what the console says IOError: [Errno 22] Invalid argument It also says on the line following "Uncompressed file" "This was the city info False" This is the first city it tried to load. I had loaded the region into SC4 and edited that city tile once, but since then I have done a number of saves and reloads. If you need anymore information or would like the file PM me LK -
BuddyBud, Sorry if I sounded like I was complaing or something, I honestly wasn't, I really was just curious as to you're reasoning, especially as the bridges themselves don't allow for the bump because part of them get hidden as you no doubt know. But that's OK, you are the creator. Oh and by the way, I've started work on my own set of vertical walls, but unfortunately they are a long way from completion. Regards LK
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It also says the depth in the description when you hover the mouse over the icon
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Wyldone Unfortunately it messes up with on and off ramps. The wall texture bleeds through the base of the ramp. I'm only guessing that this is the same problem here. LK
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Wyldone, You need to set the depth to 14 meters, you're probably using the NAM standard of 15 meters or deeper. I'd still like to know why Buddybud choose that depth. LK
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SC4Terraformer, a tool for regional handterraforming
Lord Kronos replied to wouanagaine's topic in SC4 Modding - Open Discussion
wouanagaine, Thanks for this awesome tool for us to develop our regions with and I'm sure we all appreciate the time and effort you have put into making this for our use. Thanks also to the Beta testers for making sure it was as bug free as possible. That said, I know you've said this was the last version to be published in a long time, but how easy/hard would it be to add a path tool like in the wish list. Select two points on the terain and it levels every point between them to a set height. This would cut the need for a "sunken tool" as you can then set your sunken networks at the required height. I know it is a lot to ask, so perhaps you could release the source code and someone else could add such a tool. As it is impossible to customise one of the tools to do this as they work in % from the center of the tool. I don't mind what the answer is, it just never hurts to ask. If you don't have the time, or it is to hard to add, we thank you again for such a great tool. Regards LK -
BuddyBud, could you please explain your reasoning for choosing to develop you're highway walls for use at a 14 meter depth when the NAM puzzle piece height standard is 15 meters? regards LK
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Wyldone, Use the 15 meter sunken lot that will get ur NAM puzzle pieces flat with the surrounding terrain. It's the standard for puzle pieces now. I don't know for certain if buddybud designed these walls for that hieght or the 14 meter sunken road, though I don't think it will matter much. Maybe a slight blur on some onramps. Perhaps BuddyBud would could explain his choice one way or the other? Edit:: Looking back on the pictures BuddyBud has provided it seems that he has used a 14 meter depth for his walls (the sunken Road lot) as such you will not get ur overpasses level if you wish to not have the walls interfear with the highways on-ramps LK
