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JeffSalisbury

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Everything posted by JeffSalisbury

  1. I've recently been playing around with creating cities that either have minimal dependence on roadways with a heavy focus on busses and rail, or avoid using roadways as a way for sims to get to and from places altogether. My latest city has zero roadway connections between R zones and C/I zones, forcing all sims to have to use the subway only. I'd be curious to hear other players' alternative transportation systems they've tried. What's worked and what hasn't? Any unexpected outcomes resulting from your transportation system?
  2. Natural Growth Philosophies / Mindsets

    I look at some of the custom lots that folks like EffTheGrid have made over the years, and I just can never see myself using them. Breaking away from the grid almost makes me hyperventilate
  3. Your Alternative Transportation Systems

    Neat! I'm in the process of building a new city on a large tile that, again, will be subway access only. Still using the roads from the vanilla game, but I'm thinking I will have to look at a pedmall only build at some point to see if that would be worth trying out.
  4. Your Alternative Transportation Systems

    Not sure why the pics inserted in the order they did. I specifically chose them so the most zoomed-out one would be last, but whatever. Also sorry for the double-post, but I feel the need to explain that it's weirdness with the forum and not a lack of caring on my part.
  5. Your Alternative Transportation Systems

    I'm going to assume when you say "had to put an end to that by destroying them" that you're a vengeful god smiting the sims who dared to walk through the transit stations. Here are images of my current city, Goodison, named after Everton's ground. All the cities in this region will be named after Premier League grounds.
  6. Your Alternative Transportation Systems

    Ohhhhhh the game Banished. Sorry I was quite confused as to what you were referring to. Yeah, I came across it on Steam, and actually might have bought it during one of the major sales. Typical "Buy this now cheap and totally play it, but actually never do and forget I even own it" situation. Also sorry for not grabbing any pics of my cities for you yet Cori. Will try to in the next week or so, depends if the kids let it happen or not lol.
  7. Natural Growth Philosophies / Mindsets

    Life with two kids under 5 has made finding time to tend to my city of Goodison (and I'm not even an Everton supporter!) a near impossibility. Once I am able to get back into it, I'll grab some screens to share here and the thread on road-less transportation I started. One thing I'll say for myself is I'm definitely borderline OCD when it comes to having symmetry in my cities. If you were to fold them in half they'd be almost identical.
  8. Natural Growth Philosophies / Mindsets

    It's interesting. I've tried to have a more natural growth philosophy over the years, but always come back to an extremely, almost robotic unnatural look to my cities. They tend to either be pockets of R surrounded by C and I, or bands of R between bands of C with bands of I at both ends (my current city I'm working on).
  9. Your Alternative Transportation Systems

    Will try to this weekend Also, looks like this topic only has an audience of two
  10. Your Alternative Transportation Systems

    Yes I recall seeing this as I took a deep dive searching the forums to see if a similar topic had already been created. That is pretty well the same idea I'm employing in my subways-only city. This is the same city that's been having the bizarre "no road connection" zots causing dilapidation even at the lowest density and building stage. Not to derail my own topic or anything.
  11. Got a quick SC4 question?... Ask here!

    Because I'm only allowing subway connections between R and C/I zones, I've considered it might be causing complications for the route pathing engine. Still, I'd expect any abandonment that comes from it to be very temporary (maybe a few months after the lot develops). So far, this hasn't been the case.
  12. Got a quick SC4 question?... Ask here!

    It's possible it could simply come down to the pathfinder being unable to match the sims' wealth level with an appropriate job, but I've been very careful to ensure there are enough C and I zones a short subway ride away to circumvent lack of jobs once I start upping the density of the R zones. I'll play with the density of the zones more when I'm able to hop back in to the city to see if any of the abandoned R's come back to life. It's just weird as I've never experienced R lots abandoning with the "no road connection" zot before. Definitely have with the "no jobs" zot (that zot gives me nightmares). Also, major props for using the word phooey.
  13. Got a quick SC4 question?... Ask here!

    The zots do persist longer than 3 months, and it has been happening right out of the gate. I've considered that forcing all sims to use the subway could be the underlying issue, but have ensured there are always jobs available and that the commute shouldn't be too long. I've checked other lots right next door, and their commutes all say short, so it is still a mystery to me. I'm running the latest NAM as well, so having this issue has really been puzzling.
  14. Got a quick SC4 question?... Ask here!

    The reason I ask, is I'm getting a weird situation with residential lots where, once moved from low density zoning to medium density, a number of the new lots, once grown, will show the "no roadway access" zot despite absolutely having roadway access. All of my roadways at this point are streets as I've purposely built the city to not have any roadway connections from residential zones to comm or industrial ones except via subway, so 100% of the population HAS to use the subway to get to and from work. Since all my roadways are streets, with barely any traffic due to the forced use of subways, I've been wondering if the "no roadway access" zots showing up when zones upgrade in density is due to too much foot traffic? Honestly at a loss here.
  15. Got a quick SC4 question?... Ask here!

    I might create a thread, or rejuvenate one if one already exists, on the broader discussion of this question, but for a quick question here, do streets/roads/avenues have capacity limits when it comes to pedestrian traffic?
  16. NDEX DA Yoshisland Financial Centre

    Does the grow version require the LM lot file, or just the .dat? I never use landmarks and would prefer to delete the LM files for all these if the growable doesn't require them. Thx Oh, and all these NDEX comm bldgs are spectacular! You're all artists and these should all be in the Louvre.
  17. Got a quick SC4 question?... Ask here!

    Quick question about using DarkNight lots without a dark night mod installed - will the lots function normally regardless, and if you do switch to night mode in the game, will DarkNight lots cause any issues, or will they simply not have any night lighting? There are a couple growables I'd like to dl but they are DarkNight versions only, and I just play with the vanilla Maxis Night without a dark night mod.
  18. Sweet Dreams Distillery

    Anyone know if this is a plop or a growable? If the latter, what're the details? (ex. 3x4 high density only, etc...)
  19. Got a quick SC4 question?... Ask here!

    Interesting. Truth be told, it's a bit daunting as I don't consider myself overly imaginative. I'll hopefully have some time over this summer to get acquainted with the tools.
  20. Got a quick SC4 question?... Ask here!

    As many of the resources seem dated, is there an up-to-date set of resources to learn how to create BATs and in turn, set them up as growable lots?
  21. I've got the CoriBoom No Kickout Mod installed, and it is so fantastic in allowing greater control over where and when things develop. I've got a very stable city of around 120k pop, and everything is upgrading once rezoned into a higher density EXCEPT low wealth commercial services. I'm not sure why but CS$ WILL NOT upgrade into a higher density CS$ building and I simply can't figure out why.
  22. CS$ Not Upgrading In No Kickout Mod

    Yes, this is what I meant. The medium density growth stage buildings for CS$ don't seem to grow in a lot that is Nx3 (1x3, 2x3...). I usually don't zone Nx1 or Nx3 zone sizes, so I couldn't for the life of me figure out why there was no growth stage upgrading happening with those CS$ lots. I've considered this solved at this point.
  23. CS$ Not Upgrading In No Kickout Mod

    So you guys are probably going to have a laugh at this, but I realized that there's a growth stage gap when it comes to CS$ with regards to 3-deep C zones. Oddly enough, it appears that you need to jump from low density zoning straight to high density zoning in order for CS$ to upgrade in growth stage buildings. There don't appear to be any vanilla CS$ buildings that upgrade on a 3-deep medium density zone. At least, this is the conclusion I've come to after taking a look at the vanilla growth stage buildings index. I've got CS$ demand through the roof, tons of traffic (customers), and have met every other criteria anyone's mentioned in here. Sure enough, after rezoning to high density, I started getting upgrades to late stage CS$ buildings.
  24. CS$ Not Upgrading In No Kickout Mod

    Yeah, I've considered CAMing my install, but I really only want specific things like the majority of the fix mods (opera house, I-HT $$$ jobs, etc...), obviously NAM (NAM Lite in this case), and the CoriBoom No Kickout mod. I should have mentioned that I'm zoning 3x3 squares simply out of preference in this city. I took a look at the vanilla CS$ building index by stage and noticed none of the building stages you'd get at medium density zoning appear to work at a 3 depth zone. I have all of MadHatter's commercial lot packs, but perhaps not even his have CS$ at medium density zoning that will fit a 3 deep lot. So far that's the only thing I can think of for why all other R C I zone types will upgrade to a higher stage building, except for CS$. I'm sure there are details about the current metrics of my city that would help, I just don't know which ones are important for determining why CS$ isn't moving to higher stage buildings. Anyone else have any theories?
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