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Everything posted by JeffSalisbury
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Medium Wealth Commercial Shops Volume 2
JeffSalisbury commented on madhatter106's file in Commercial
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MadHatter, your commercial packs are possibly the greatest things to be uploaded on the STEX when it comes to diversifying how my cities look. You're a saint. All of these buildings from all the packs just perfectly blend into the rest of the look of the vanilla SC4 Maxis buildings. Simply spectacular.
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Unable To Launch From Steam (Windows 10)
JeffSalisbury posted a topic in SC4 Bugs & Technical Issues
I searched the forum for threads about people being unable to launch the game on a Windows 10 machine, but pretty well all of the threads were related to people trying to launch it via physical media, which is impossible (thanks, MS). I got my nephew a Dell Precision 5530 that my office sold as they were replacing the older laptops with new models. Totally wiped with a fresh Win10 Home install. Fully updated, no anti-virus or firewall software installed. He installed Steam and bought himself SC4 there. It's fully installed, but won't launch at all. It won't even pop up the launch graphic. Upon clicking Play in Steam, it'll try to launch for a couple seconds, and then will immediately stop itself and go back to as if he'd never clicked the Play button. We tried launching it directly from Win Explorer to see if it was maybe a Steam launching issue, but that didn't work either (resulted in the exact same thing where it tried to launch for a second or two, only to stop and go back to as if we'd never tried launching it at all). We also tried changing the compatibility option in the SC4.exe launch file to Win XP SP2, but that didn't change anything either. I've only ever played the game from my Win7 machine, so I'm completely unfamiliar if there is a standard process for getting it to run on Win10. Any help would be gratefully appreciated.- 4 Replies
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Unable To Launch From Steam (Windows 10)
JeffSalisbury replied to JeffSalisbury's topic in SC4 Bugs & Technical Issues
It looks like a launch script consisting of -intro:off -CPUCount:1 -CustomResolution:enabled -r1920x1080x32 seems to have done the trick. We've got it up and running now. I'm going to get SC4Fix, I-HTfix, and probably the latest NAM installed for him just so things run and work better. I appreciate all the help.- 4 Replies
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Unable To Launch From Steam (Windows 10)
JeffSalisbury replied to JeffSalisbury's topic in SC4 Bugs & Technical Issues
Interesting, I wondered if there might be an issue with something like an antiquated version of DirectX. It's curious why, with fairly modern hardware, it would still run on a Win7 machine without issue (besides its tendency to CTD seemingly at random), but on Win10 it seems to have so many issues initializing. I'll try the CPU count and customer rez commands in the launch string, hopefully that solves the issue. I might also see if the SC4 Launcher app helps any if manually adding the commands doesn't allow it to launch. Thx for the suggestions, it's honestly amazing some of you still actively respond to these posts after all this time.- 4 Replies
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Got a quick SC4 question?... Ask here!
JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
Weird because I went through all his uploads and obviously completely missed these. I hang my head in shame regardless. Neither of you would happen to have any of the Mattb325 prop packs, would you? -
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JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
Would anyone happen to have the collection of Simmer2's dependency files? He's made so many great Industrial growables but from what I can tell only the 6th volume of his Mega Prop Packs is available on the STEX. Also, the S2 Essentials pack doesn't appear to be on the STEX either. I'm also looking for the Girafe Car Packs Vols. 1 & 2. -
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JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
Oh, fantastic! I'd only ever seen links to SC4D for all of those files. Also, French West Indies? Are you in Guadeloupe or Martinique? -
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JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
I've come across a few more growables that require files that were only available on SC4D that I'm hoping someone (probably Tarkus) can help with. I've put the links to the specific growables (and one plop) below: (I understand this one has a ton of dependencies and could be quite labour-intensive to put together) It appears I also need this one .dat file: BSC BAT Props - Mattb325 Vol02.dat (apologies if this is already part of the large BSC Common Dependencies Pack). I'm also hoping to get all of the SM2 packs (SM2 Essentials and all SM2 Mega Prop Packs) as they're needed for pretty well all of Simmer2's growables and ploppables. Thanks again for any help. -
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JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
That's awesome, thanks a ton! I really like the growables that fit in decently with the original Maxis growables. There's been some stellar design work done by this community to expand what can pop up in your cities. *Edit for more praise* Just wanted to again say thanks for getting those two growables sets up on SC4D. They've started to pop up in the latest city I've been building and it just adds so much more flavour to how the city looks. -
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JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
There's another dependencies pack I'm hoping someone can share here that seems to only be available via SC4D's LEX: JMyers Homes Vol 01 Would someone be able to share this here please? It appears to be essential for SimCoug's R$$ Homes growable lots collection. -
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JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
Many thanks if you're able to provide that 19th century dat file. I did grab the BSC pack that's linked on SC4D's page. The mattb prop pack is included in that? -
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JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
I see that SC4Devotion's LEX is no longer accessible. Does anyone happen to have any of these specific .dat files/packs they could send me somehow? CP_Early19thCentury_Small$Houses.dat Mattb325 Prop Pack Vol02 -
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JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
Thanks everyone! -
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JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
So am I right in that all things to do with ploppables and growables just need to be placed into either of those plugin folders in order to work? Like I say, I've only downloaded mods so far (including NAM, boy that thing is fantastic!) and I'd like to start dl'ing things like the different R/C/I growables packs that have been made just to add more variety to the visuals in the game. -
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JeffSalisbury replied to City_Slider's topic in SimCity 4 General Discussion
I've yet to delve into adding custom lots etc... into my cities as I'm still a bit unsure how to properly set up all the things that need to be set up, specifically where lot and SC4M files need to go, where dependencies need to go, etc... Hoping for guidance/reassurance, but does everything to do with ploppables and growables need to simply be placed in the Plugins folder in order to function properly in-game? -
Been a while since I posted anything, never started a topic before. Hopefully this isn't rehashing a topic that's already better covered elsewhere and I simply missed it while trying to search the forum. I read through as much info on Cori's No Kickout Mod and one other mod, the Less Abandonment Mod, as together they seem to create a simulation environment that simply makes more sense for how the game should actually run compared to how it does run in vanilla. Added both to my plugins and they're both working as described. So, I'm really enjoying the greater level of control these two mods provide when paired - R§ is allowed to establish itself and evolve into higher capacity lots without being booted by R§§ or R§§§. Same goes for CS§. I've had some R§§ and CS§§ develop naturally via demand. Even had some I-HT develop already (and is incredibly stable, only lacking the R§§§ employees as none have developed in my R zones). Just to provide a bit more context before my questions, I'm currently building a test city to see how things have changed with these two mods added. Everything is gridded to 6x10 using roads only. I've got R at the core with an elementary school, high school, and medical clinic in the very center with low-density R zoning in the surrounding eight blocks. There's a single low-density commercial block right beside the one R block at 3 o'clock (best way to visualize it). The rest is all I-Ag with two med-density I zones that don't touch any of the R zones. I could provide a screenshot but I'm not sure it really matters. Everything has water. So I haven't had any CO develop yet, and there's quite a bit of demand for both CO§§ and CO§§§ at this point. In the vanilla game, desirability was so high just by default it seemed that both would inevitably develop without much effort as long as there wasn't pollution nearby and the zone was fully watered. So now I'm interested in learning more about what CO actually DOES need to develop with these two mods in the picture. Should I expect to have to start adding plazas to my commercial parcels to get any CO to develop, whether §§ or §§§? Is there a different demand threshold for CO to develop compared to CS§§ and CS§§§? Is there a different desirability threshold for CO to develop compared to CS? Are there other conditions to consider in order to start getting CO development? Thanks.
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Understanding Commercial Office
JeffSalisbury replied to JeffSalisbury's topic in SimCity 4 General Discussion
Sorry for the double post, but I wanted to report a couple things that have become obvious from playing a bit over the weekend: 1. CO definitely now requires plazas to develop in any way no matter how much demand there is for it. The Less Abandonment mod raises the thresholds for CO to develop to the point where you absolutely need something beyond clean water and lack of pollution for either wealth level of CO to develop. 2. R§§§ also requires something beyond just clean water and no pollution to develop now, which is great as you can really control how much and where your R§§§ will come into play. 3. All three zone types, and the wealth levels within, seem more resilient to tax hikes, in the sense that you can raise taxes more than a full percent without taking too much of a hit on that particular wealth level's demand.- 6 Replies
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Understanding Commercial Office
JeffSalisbury replied to JeffSalisbury's topic in SimCity 4 General Discussion
This is insightful. I don't plan on only allowing CS to develop, but I also don't plan on doing anything in the short term to force any CO to develop, either. This is a test city where I'm trying to get a proper feel for how things influence each other, so it'll be interesting to see if there's some kind of tipping point as to when CO starts developing naturally.- 6 Replies
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Understanding Commercial Office
JeffSalisbury replied to JeffSalisbury's topic in SimCity 4 General Discussion
Another question I have is if there's any issue with only having CS in a city. Does only having CS create any adverse effect(s) on R and/or I development? Does it affect the ability to evolve R zones into a higher density? The nice thing about the two mods is it allows you to really get to understand the underlying mechanics of the simulator. You're able to purposefully make all changes without overdevelopment creating havoc within the balance of your city's existing development.- 6 Replies
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Questions about residential lot development
JeffSalisbury posted a topic in SimCity 4 General Discussion
I have some questions about residential lot development. I likely have quite a bit to learn about how to better control what wealth level develops and how to prevent abandonment. 1. Do high wealth (R$$$) buildings only house high wealth sims, or is the pop of a building a mixture of wealth levels like job (C and I) buildings? 2. If, due to good health and education coverage, parks, rewards, and other factors, your R zones have high desirable for all R wealth levels, is there a way to prevent too many R$$$ buildings from developing? My city has massive demand for, and jobs available to, R$ and R$$, but R$$$ medium density towers keep developing then quickly degrading into R$$ or R$ occupancy, which looks ugly. 3. If a certain area of R zoning is only desirable to R$, and the R$ demand is crazy high, is there a reason why R$ towers from at least medium density zoning wouldn't develop in that area if it's the only place desirable to R$? Thanks in advance to any who can help or point me to some good resources for this.- 8 Replies
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Road Top Mass Transit (RTMT) - Development and Support
JeffSalisbury replied to cogeo's topic in NAM & Transit Networks
This is something I'll have to look into doing. Before I forget, this mod is absolutely fantastic! This is something they should have implemented in the original game. To have mass transit stops like busses and subways eating spots where development should happen was an insane decision by the designers back in the day. The only other thing I can figure is perhaps they considered having transit stops as something you could integrate into buildings, like you'd see in Toronto or other major metro cities. -
Questions about residential lot development
JeffSalisbury replied to JeffSalisbury's topic in SimCity 4 General Discussion
I'm not sure I followed here. So will a R$$$ building, in fact, have all three wealth levels inhabiting it? Or does that building only inhabit R$$$ sims?- 8 Replies
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Road Top Mass Transit (RTMT) - Development and Support
JeffSalisbury replied to cogeo's topic in NAM & Transit Networks
But lots can combine to form a larger building even if they're two smaller lot sizes, yes? For example, if there's a 1x2 beside a 2x2, those can combine to form a 3x2, right?
