-
Content Count
26 -
Joined
-
Last Visited
-
dylansan's Data Views - Education Quotient
RoddyUK replied to dylansan's topic in SC4 Modding - Open Discussion
Thanks! And a thousand apologies for getting your name wrong :-( -
dylansan's Data Views - Education Quotient
RoddyUK replied to dylansan's topic in SC4 Modding - Open Discussion
These are my very humble observations: Most of this is in the Prima Guide. But one thing I have noticed is that even though I can educate all of my sims to maximum there will always be a steady number of R$ sims. The one thing they really hate, however, is commuter time. They are quite happy to go and clean offices or work in ID, provided it's within their distance. Otherwise you seem to get huge cases of abandonment, because they simply won't travel far for jobs. Like, almost nowhere fast. Even with direct access to transport. In my efforts to build regionally, I find that (educated) R$ sims are happy to use buses, subways, pedmals (and relatively short railway trips) for a small distance but don't like driving cars and for some reason (cost?) will not use monorail. They also don't seem to like crossing from one city to another, although I have no idea why. (R$$ and R$$$ have no problems with that.) However, I don't there is a necessary reason to not educating sims, not providing them with fire, health or police cover etc. The major problems with R$ sims is they won't leave their city and don't like travelling very far. They quickly cause abandonment (although R$$ sims are also bit tetchy on that as well - no matter how much transport you give them, or how much work you offer them, they still complain about commutimg time). I think Cori wrote a mod or two about this: no R$ kickout (if I remember correctly?) and a mod to stop mansion pox. Anyway, to stress, these are only opinions, having built six cities in a region - many of which are presenting numerous problems, mostly to do with the "three" rule of neighbourhood connections (that I never knew) and that the populations of my cities are getting ridiculously big, which makes the whole game run slower than a one-legged duck in a farmyard. -
It worked! Thank do so much CapCity, you have made me so happy :-) To be honest when I had the problem at first I was almost at the point of giving up with the game. With admiration and gratitude to the NAM team, I think it's really important that someone in the upcoming NAM checks the in-game descriptions and instructions; it becomes dispiriting trying to have fun with a game which internally explains to a player how to do something which cannot and does not work. This isn't an easy game for the non-computer literate (like me) and I still don't understand *some* of the basics. I love the YouTube videos, but they're generally all based on stuff in the early 30s to mid 30s. It can be very confusing when they talk about features that don't exist anymore. However, I'm glad there are people like you who can advise me! (I should also give a shout out to Robin who helped me with some of the basics, which again, were not clear for a novice - he was very patient and helpful!) But in the meantime: CapCity, you are a star :-) PS, I hope members of the NAM team don't think this is in anyway critical of the mod at all. Where would we be without it? It's more to do with a few bits of comms, to be honest. But, frankly, there would be no need for comms if it wasn't for your dedication in working so hard to improve and introduce new fearures to the NAM.
- 4,102 Replies
-
- 1
-
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
Thank you! The problem is not with the documentation, it's actually when you open the submenu I think (I'm talking from memory here, because I'm not at my PC right now) which indicates that you can use the ramp to get rhw2 up a level. It doesn't say you can't do it unless it's being used in a larger highway configuration (I *think*, but I still feeling my way through the rhw system). That would probably explain how I got confused.
- 4,102 Replies
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
Wow, thank you again! This is tomorrow evening's job then. I'm grateful for your kindness. In the meantime, I've just got to warn that if there's any thing that can be screwed up, I'll be the first in line to screw it up. But this is very different from what I was trying to do earlier, so I'm looking forward to sorting it out! Roddy
- 4,102 Replies
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
It might be useful to change the NAM explanation on the interface then? I even reinstalled the NAM twice because it doesn't say anything about this not working. It actually says precisely the opposite :--( I'm never, ever going to criticise anyone on the NAM team because a) I am so grateful for the mod and b) I know you work really hard on this for no pay and for the love of the game and the community. This game instruction seems to have been overlooked, nothing more. Again, I think everyone is grateful for the work you've done and that I'm not just firing off an angry post :-) Best regards, Roddy
- 4,102 Replies
-
- 1
-
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
I'm really sorry CaptCity but I really can't get get this to work. I've fiddled around for ages with ramps and connecting them etc. I'm obviously missing something. Would you mind explaining it to me as if I was a two-year-old? When it comes to things like this, I basically am a two-year-old. Thanks if you have time to do this, Roddy
- 4,102 Replies
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
Thank you! I'll try this tomorrow!
- 4,102 Replies
-
- 1
-
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
This post maybe in the completey wrong place: please move it so - thanks! First thing's first: thank you to everyone who has ever worked on the NAM and the other essential mods. They have increased my enjoyment of a game I returned to only because I'd read how great the modding community was. My specific problem is this: I am having terrible trouble using the ground rhw 2 (I think - the smallest rhw?) ramp from level zero to level 2; of even 1; . I can place the ramp, but when I run an rhw stripe over it that terrible thing happens - all of the workers fall off the end of the ramp and start building the rhw on the ground. So I have a nice ramp but I can't drag it through. It gives me the brown line but again, every worker falls of the end. I'm trying to raise these rhws in a new city; they worked perfectly well in the city next door which was built with an earlier NAM. These aren't issues with neighbourhood connections by the way; levels one and 2 on the rhw are working fine. Does anyone have any suggestions as to what I'm doing wrong? PS I watched Haljackey's tutorials on rhw ramps but mine just don't seem to work at all. For whoever responds, thank you :-)
- 4,102 Replies
-
- NAM
- network addon mod
-
(and 1 more)
Tagged with:
-
RHW textures the same ones as the "Road" texture
RoddyUK replied to ShawnClapper's topic in NAM & Transit Networks
I very much like the sound of that. But I know time-consuming even small things are! -
RHW textures the same ones as the "Road" texture
RoddyUK replied to ShawnClapper's topic in NAM & Transit Networks
Isn't there already a dashed centreline texture for this for rural roads? Perhaps this could be ported over into EU textures? -
Oh, I stupidly forgot to say why I think road humps could be so versatile. Each could just have a tiny "hump" graphic (maybe just a simple white stripe in the middle of a piece) so you could see where traffic was slowing (or not) and if cars carried on speeding through, you could remove the original and slap down another one - or two - or five - strategically. I think that's the sort of mechanism I'd *love* to see for streets, and I would welcome it! :-)
- 1,636 Replies
-
- 2
-
-
- NAM
- network addon mod
-
(and 3 more)
Tagged with:
-
Buses are, to me, a part of the problem, but I only used them as an example. (I think there's a strange way buses don't cause traffic jams, so they wouldn't be a problem in themselves? I might have got this wrong, so forgive me if so.) I was more hoping that the pedestrian crossings mod (pedestrian revolution) could be used to slow regular traffic down in another form for streets without zebra crossings. If they were placed strategically in a street grid, I don't think Sims would have a long commute complaint - less so, I guess, than if their street was jammed with traffic (the only solution the game seems to require is being to turn streets into roads. Having a red mark on a street to road junction is about as bad as it can get in terms of suburban desirability, in my experience. The smaller number of exits and entrances to streets seems better. I don't see why. In the UK there is a system called "20's Plenty" which means teaffic can only travel at 20mph on streets. Right now, a single entrance to a suburb is the only sensible option; and that makes suburban plots pretty restrictive. Even within a super-block you find pollution because while trying to calm traffic using pedestrian crossings on the outside, traffic just decides to use the streets as throughways and before you know it the only option is to make all the streets into roads, which rather ruins the reason to make a nice suburban area in the first place. Then slamming down pededtrian crossings within the block just means suburban sims leave, because they are generally surrounded by roads they might as well go downtown and become poorer, unless you basically turn every other house into a park.
- 1,636 Replies
-
- 2
-
-
- NAM
- network addon mod
-
(and 3 more)
Tagged with:
-
I think I mentioned this in a private thread somewhere, but something I would really *love* would be road humps on streets to make them unappealing to drivers - the level crossings in the fantastic pedestrian add-on mod, which has been an absolute godsend in terms of distracting motor traffic and increasing pedestrian traffic, is superb. So to make roads and avenues "slower” I plave a pedestrian crossing at (maximum) 12 tiles along an avenue, let's say. But one knock-on seems to be that streets become used as ratruns when a player has an absolute necessity to connect them between two main roads (bus routes in particular) This is (I guess) mostly because the tendency is (as the traffic sim dictates) to use streets if they can navigate faster. I want to make my streets so unnapealing to traffic and yet so nice to live that I can avoid having to turn them into roads. I can make them attractive enough to residents: until they get jammed. I wonder if street speedbumps could be considered, please? Meanwhile Happy New Year etc Roddy x PS I don't think the NAM team gets anywhere near as much credit or thanks as it should do: I am, personally, incredibly thankful to each and every member who spends a lot of uncredited time on all aspects of the NAM project.
- 1,636 Replies
-
- NAM
- network addon mod
-
(and 3 more)
Tagged with:
-
Hey NAM people, As always, many thanks to all the NAM devs team for your work, and for you and the community for answering simple questions that have probably already asked, but which I can't find ... My current problem: I can't get a level one rail viaduct under a level 2 rhw, or a level 2 viaduct under a level 3 rhw? Or the other way round (ie I can't get a level 2 rhw over a level 1 rail viaduct etc). These are straigt criss-cross lines (ie “+“) so not complex. PS if I can ask a basic supplementary question - is it correct that the section of a road bridge that goes over a road (again, just criss-cross pattern) is effectively the same as just a normal junction as regards congestion - and, if so, is it the same with a (flup) road underpass? Ie are they largely aesthetic? (i thought I read that in a very old post which, given my ineptitude, I can't find, and may have misunderstood). Many thanks to anyone who can answer either question. Best regards, and thanks, Roddy
