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important Windows Update KB3086255 blocks SC4 from starting
fordfjord replied to Cyclone Boom's topic in SC4 Bugs & Technical Issues
I dusted off the old CDs several weeks back, and SimCity 4 (Deluxe) would not start. Spent a month of weekends trying different things, and KB3086255 was the answer. Many thanks to Cyclone Boom for posting this, and to any and all who worked on figuring this out. I run Windows 7 (Professional) at home, mainly because that's what my company uses for its proprietary software. And, yes, Windows 10 update policies regularly break our work software suite, as well. Microsoft can take a flying leap, for all the trouble I've had "repairing" my company's customers' building automation servers and software installations. -
Just guessing here, but I think maybe the "AAO1 JERONI TEXTURAS MURO AUTOPISTA MODERNOV2.dat" file is now part of the "BSC Textures Vol03" pack found here: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1806 The dependency links on most of his stuff invariably seem to point to that one particular download. I'm off to try it now...
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TARDIS Multifunctional Civic Building
fordfjord commented on MarkSimtropolis's file in Civic & Non-RCI
As a Whoie myself, I love the concept of the TARDIS being in my own cities. Seems like an exceptionally big cheat, though... Wouldn't it be more appropriate to place this in your city and have, say, a multidimensional space anomaly show up and tear portions of your city apart? Just a suggestion, for as we all know, wherever the Doctor shows up, trouble - and I mean BIG trouble - just follows! -
Sorry for the double post, but it has now been four days since my original post, and I think I've found the potential problem. I suspected it might have been a faulty NAM install on my part, so I uninstalled EVERYTHING - SC4, NAM, you name it, I got rid of it. I reinstalled SC4, and fired it up - my Metropolis Avenue worked fine. I quit SC4, re-downloaded ( ) the Modular NAM, re-started SC4, and everything was fine - car traffic on the avenue once again. Quit. Added the "Jan 2008 NAM Update", re-started SC4, and all was still well. Quit again. Added the "NAM Simulator" from the following Link (Simtropolis) or Link (SC4Devotion), and then the problem arises. NO CARS ON THE AVENUES. Uninstalled all NAM again, fired it up, and all is well. Re-installed "Modular NAM", "Jan 2008 NAM Update", re-started SC4, all is well. Re-installed "NAM Simulator", PROBLEM RETURNED. Backed out from the "NAM Simulator", problem cleared. Re-installed "NAM Simulator", but this time chose "Option A - Easy" and not Park-and-Ride (I had been installing "Option A - Easy - Park-and-Ride"), and now the PROBLEM HAS FINALLY CLEARED UP. End result: I am not going to use the Park-and-Ride option, until I have further read and researched more on this option. In the meantime, I hope to continue building my Metropolois and Industrial Park cities with no further traffic-pathing problems. Edit: Okay, 2 weeks after the fact, and now I see the problem in BIG,GLARING WORDS in the "readme" file: "The “Park and Ride Mod” is a mod that will make it so that cars cannot reach their destination." Color me hard-headed, then, for not fully realizing what I was reading the dozen or so times that I un-installed and reinstalled this mod. Duh.
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Anyone figure this out? I just fired up SC4 today after a long hiatus, and the first thing I did was set up an Industrial city (medium) adjacent to my eventual Metropolis city (large). I connected with an avenue, and after a few years bouncing back and forth between running both cities, I noticed that the only traffic I had on that avenue was freight - no cars nor pedestrian traffic. My Residential subdivision developed as in the above pictures, but promptly showed high unemployment. As a test, I placed a few tiles of Residential in the Industrial City on some feeder streets, and - boom - they took off, with full occupancy and no unemployment, but all traffic was through those minor streets, not along the avenue. I placed a smallish Industrial block in my Metropolis directly on the aforementioned avenue and it basically failed to develop properly - a few tiles built up, but with no real traffic (just the "freight" heading out of town). As a further test, I ran a short, secondary connection between the two cities, just a regular road, and within a month or two of simulation time, everyone found employment, my other, empty Residential lots began to develop, and all my car/pedestrian traffic was funneling through that road connection. My freight was still going out along the avenue, but some of it had diverted to the road connection (a small patch of Agricultural land on the other side of the subdivision). I don't have the facilities to take pictures and post them, but the above ones will do fine to illustrate this phenomenon. The major difference that I see is that my connections are straightforward, avenue-road and road-street intersections, and the odd avenue-street intersection here and there, certainly no great distances involved. I have the (last released) modular NAM, NAM dirt roads, One-Way Roads No Arrows, the Opera House fix, and a recolored version of the power-lines (whose?...), and that's it. I don't even have all the large, standard dependency packs installed at this point. It seems to me like I had this problem once before, but that was aeons ago, I can't remember what I did - if anything - to fix it. It might have been something posted on here, but after an afternoon of sifting through search results (anyone have any idea how many times the word "avenue" is used on these boards? ), I'm taking a break from that (in-)activity. Shoot, it might have been as simple as just getting rid of all my avenue connections and only using roads... but that doesn't seem right either. Any thoughts or ideas would be greatly appreciated. Edit: Two days later, and I'm still bumbling around, trying to figure out what causes this, and now a new twist. I deleted my main avenue in my metropolis, replaced with a road, and - bam! - all types of traffic start using it. I overpaved the road with a new avenue, and after a couple of months, was almost back to the same, sad point (no-job zots, even slight level of abandonment), but the pedestrian traffic remained on the newly relaid avenue. Still can't get car number one to drive on it though... Also noticed that no Commercial developed along the avenue, but did for the short period of time it was a mere road. When switched back to avenue, no further growth, and ALL traffic to/from these Commercial lots was entirely pedestrian. I also remembered the other plugins folder, and cleared it out (all those landmarks from SC4 website). No difference, not that I thought there would be.
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First time I've been in this section of these boards, and first time I've seen this thread... I use two desktops; I switch them on a semi-regular basis, on both my home computer as well as my work laptop: And I despise desktop clutter. I do not have any icons on my desktops.
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Delete the hole digger lots first, as warrior and gabry85 both said above.
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I found myself repetitively and monotonously building the same way, Aurabolt12. One way that I have found to avoid this is to use the automatic zoning provided within the simulator (you know, the one where you click and hold in one spot, and after a second or two, small suburbs ®, downtowns © or industrial parks (I) are laid out, complete with streets.) I start with a new map, lay out 4 or 5 subdivisions ®, such that they are not touching each other, but maybe anywhere from 4 to 10 tiles apart from each other. Lay streets or roads in between the suburbs to connect them, add the occasional © zones as needed to account for small but steady growth (these would be the strip malls you might see outside of and adjacent to many neighborhoods...) Industrial parks either in the same map, or in an adjacent city, but I try to start with one or two on the outskirts, with the eventual idea of rezoning into high priced condos or loft apartments... As civic needs grow, add in schools/police/hospitals/parks/avenues/highways/etc. where you originally left the spaces between your neighborhoods. Fill in any leftover spaces with flora. I find this method provides a more organic feeling to the growth of my cities, rather than the simplistic, "Oh, they want more residential zones; tack on another block of medium-density and wrap another street around it" - Tetris - method. P.S. With the Cul-de-sac mod (see the Mods section), your neighborhoods really look cool when initially laid out, too. Just an added bonus, in my opinion.
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