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simster007

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Everything posted by simster007

  1. Museum Capacities

    I just installed some new lots and experienced an issue with these: Fully funded they show a capacity of just 330 tickets, which leads to "museum underfunded" alarm in the game: This lot from the creator works better (3300 capacity): Just in case if the issue cant't be replicated: I'm using the 32bit Mac Version of the game, don't know if it could be a rep bug like in transit stations. Does anybody know which entries in the the reader should be changed to get higher capacities? Thx
  2. Museum Capacities

    Great, thx a lot!
  3. Museum Capacities

    @rsc204: Thx for your quick reply. I would really appreciate this, including everything, even the radius. 100000 Capacity with monthly costs of $10.000, what do you think? What are these for? There are many downloads around including SC4Dec files.
  4. Got a quick SC4 question?... Ask here!

    Short answer: No it doesn´t. At least as far as I experienced using it.
  5. Mayor rating issues

    That´s what I'm concerned about, too. I decided to tweak it in a different way and tested it already. I removed them from their original position in the old central industrial area which now is developing into a business district. I rebuild the walls on outer shorelines which are + will be industrial areas in the future. And: MARK THESE WALLS AS: DON`T PLOP IF YOU'RE NOT 100% SURE ABOUT WHAT THEY AFFECT! Shouldn´t there be a topic like: "lots w/ experienced unexpected issues"? I´m not the one who is able to check every "new" plugin about all properties, at least at present, and never thougt seawalls could contain such strange details - until my city got into trouble and read this topic. At least: I had a backup and found a workaround....
  6. Mayor rating issues

    I realized that by reading his topic. I´d like to, but as far as I know that will not "repair" the issue in the tile where I already plopped them some times ago?
  7. Mayor rating issues

    Its a very old topic but: I´d just like to point out that there is another set of sewalls causing the same issue: uki seawalls vol1 Have to sort out now how to solve it
  8. Since a few days I´m totally fascinated by this CJ which in my op is more than worth looking into it: Exactly this method is mentioned in one the beginning chapters. I for myself plop just very few lots
  9. Got a quick SC4 question?... Ask here!

    @rsc204 @nos.17 : thx for your quick replies, I`give it a try.
  10. Got a quick SC4 question?... Ask here!

    I installed a couple of custom lots where I´d like to change the zoning type. Like from medium to dense. Two questions: 1: which entry in the reader controls this? 2: Do I have to demolish the lots in my tiles before changing ? Thx
  11. Looks like your using a sidewalk mod. Can this be the reason? Have you tried to remove it from your plugins?
  12. I never understood in what way the capacity of functional parking lots affects the game. Can anyone explain that to me? Does the number of sims travelling there count as job? My Sims are using them but I can´t see them travelling any further, they just travel there and travel back home in the evening. I often use them nearby stadiums airports etc. Could it become a problem if they run over their capacities? After some fiddling withe different lots I like these very much but I realized that they show the MAC transit station capacity bug which means their capacities are <10 and they run vey quickly on + 1000´s %: I know how to fix this bug but as there are many different sizes (set A-D) I would like to avoid that fix if not necessary. Anyhow I´m interested in knowing about what´s going on with these capacities....
  13. Functional Parking Lots Question

    @rsc204: Many thanks for your as always very detailled and informative answers. It underlines my decision to stay on the 32bit version for now. I use steam just for SimCity and work always offline. Also I have a copy of the 32 bit version on my several backup disks. I agree totally with you that it is always better to work with properly modded or "repaired" lots, so my decision in this case is as described above to cancel working with functional parkings as they do not have a reasonable positive effect on the game. I gonna switch on eyecandy... thx again
  14. Reflection Pool

    Love this lot as many of your uploads. But it shows the same issue as @aa1047 mentions. I´m sure about that because this issue suddenly occured. Some other lots with seasonal trees show the same. Girafe´trees are installed properly and work as mmp´s without problems. What could be the reason for that? Maybe an overloaded cpu? Additional info: Seasonal trees on growable lots don´t show this issue EDIT: problem solved, stupid plugin issue on my side...
  15. Functional Parking Lots Question

    Ok, just to let you know: I´m still interested in getting answers to my questions. But: please don´t take them to seriously , it isn´t an important issue and i do not want anybody here to waste much time on it. it´s just parkings...... I decided to forget about the configurated lots as functional lots. Especially with this set the modular packs allow to build whatever you want wile being just eyecandy, and that´s what i´ll go for in future. Will take some time but that´s SC4 ....... Anyway if you would like to answer my questions especially concerning the rep bugs and 64bit MAC os Version just by: right or wrong I would appreciate that, thx
  16. Functional Parking Lots Question

    thx for your as always very detailed info! I´m still runnning the 32bit Steam Version as I´m worried about the problems when switching to 64bit on a mac like you described. That was the plan.... I just would like to double check if I understood everything right: Using lots with this Rep bug in any value of the exemplar will force the 64bit Mac Version of the Game game to crash? So the chances to run into that issue when updating the Gameand playing my existing region(s) are quite high, because nobody knows which lots could be affected? This issue is not limited to transit enabled lots, but many of them are affected because of that SC4 Tool? Fixing just the Transit Switch Entry Cost and Transit Switch Traffic Capacity Rep Bug to get the lots standard capacities could lead to more problems even on my 32bit Version? You would recommend removing more functions as you described above? That leads me to a new question just in case: Do you or anyone else can recommend series of non functional parking lots in different sizes? Thx for the reminder, I already plopped a few ...
  17. Did anyone already realize that deleting certain park lots lead to a strange drop in the parks aura to red? I just experienced such a drop after deleting a vanilla soccer field: One more lot showing this issue even worse is a very old upload: Pics are taken in an empty test region, plugin folder containing just the parks aura mod and the "peace plaza". Soccer field pics without peace plaza in the plugins, to make sure this doesn´t effect it. The negative impact can somehow be overriden by placing more parks nearby but seems to be persistend
  18. Drop in park aura after deleting parks

    Solid red means totally down, in "normal" gameplay i have seen this colour just in landfill areas. So maybe it is related? That´s why I already linked both topics. Can you remember anything like deleting big park areas in your city? As far as i know from some your YT contents you´re using lots I don´t even know that they exist. As you see above the old custom lot produces a really big deep red area and that is just a 3x3 plaza. off topic: UDI´s are not my kind of interest but respect for the sheer amount of your YT output - and quality of your traffic systems (until now I did not use one tile of nwm, tuleps or rhw apart from building the one or other interchange in my playground...)
  19. Drop in park aura after deleting parks

    It may take some time but I´ll try to check if it effcts the land value as well. That could be a hint or am I wrong?
  20. Functional Parking Lots Question

    yep, I am. So do I. My question was and is still: do these functional lots have any effect on the game, would you in my case "debug" them or just live with it? I played around with some parking lot sets (PAENG paid parkings/ KOSC etc.) but as far as I know most sets are functional (at least the bigger lots they contain). I would prefer them to be totally eye candy, so in the modular parts of this set I would use the non funtional entrances, which the developer uploaded. I just find it very picky to build big parking areas out of that modular lots.
  21. Drop in park aura after deleting parks

    @rsc204: Great that you found time to double check this, thx. I believe you´re much more into the games mechanism than me.
  22. Drop in park aura after deleting parks

    I agree, I wouldn´t call this a bug as well. I just realized it and find it strange, even the fact that just 2 lots (until now, maybe I will find some more in future) show this behavior. I´m really interested if anyone can reproduce it.
  23. Drop in park aura after deleting parks

    I tested it quickly in an undeveloped region: plopped the maxis ingame soccerfield in a "young" city, saved an deleted it after 9 ingame years. The "bad" red Aura could be compensated by plopping different parks but persisted until Game year 54: Deleting these "compensation parks" (if you take a very close look to the pic you can identify 3 mattb325 sailing yachts on sea ) shows again the red negative park Aura. Have forgotten to take a picture about that. So at least in my case i know now: be carefull when experimenting with the soccerfield and test parks before plopping. The above described "Peace PLaza" will live now forever in one of my CBD´s.... didn´t have the time to check every single park until now, maybe tere are some more even maxis parks?
  24. Drop in park aura after deleting parks

    Maybe you´re right, I was just wondering why this behaviour shows up just in a few lots. That´s what I did, 1st example shows the maxis soccer field.
  25. KRG Parkings on-slope

    The walls are great, and worked fine but suddenly the ashes disapeared. Rebuilding doesn´t work. Tried it already with a more or less empty plugin folder but no success. I know that they are seasonal trees and everything was fine some times ago. The Ashes themselves don´t show problems when plopping them separately. Does anybody have an idea what could cause this issue? EDIT: problem solved, stupid plugin issue on my side.....
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