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Paulis

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About Paulis

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  1. (Mod) AMPS Development Thread

    How do I get the larger transmission stations - see mentions of larger ones, but I only see 10MVA. Thanks
  2. Thanks - sorted dependencies out, now functions properly. One thing I am unsure of How do I bring this window up?
  3. Hello everyone, As someone who was first exposed to SimCity before The Sims as a child, I initially thought The Sims was a life simulation layered on top of a city management game. That early impression left me with a fascination for the potential of combining the two. Now, I’d like to suggest a hybrid concept that brings these two classic franchises together into a single game. Core Idea: Dual Gameplay Modes Switch between city-building and life simulation effortlessly. Build and manage infrastructure as the mayor while also controlling individual Sims and their personal lives within the same world. Integrated Systems City infrastructure (like water, power, and transportation) directly impacts Sims’ lives. Poor infrastructure affects their happiness, productivity, and even relationships. Sims can be subjected to water rationing or rolling blackouts in the event of inadequate infrastructure. During blackouts, lights in affected neighborhoods would go out, and Sims would be unable to use electronics like TVs or computers. Sims would receive notifications such as: "Due to inadequate power generation, please note that power will be off from 2-4pm. This may be extended depending on the shortfall." Higher crime rates due to poor city services or underfunded police can lead to Sims experiencing muggings or break-ins, further affecting their happiness and behavior. Road maintenance becomes a key factor in city management. Neglected roads develop potholes, causing Sims to experience delays and frustration, which could further lower their satisfaction with the city. Dynamic Relationships Sims retain full relationship and family dynamics, creating stories that evolve with your city. Families may move to different neighborhoods, grow, or decline based on city conditions. Sim Gameplay Intact Sims will still engage in traditional activities such as managing families, buying furniture, going to school, working, and attending university. These aspects remain intact and intertwine with the broader city simulation elements. Transport and Exploration Sims can commute using city-designed infrastructure (trains, buses, cars, etc.) and explore public spaces. Players can zoom in to experience their world in detail or watch how their decisions affect the population. Protests and Reactions If city conditions decline (e.g., underfunded schools or high taxes), Sims can revolt, refuse to pay taxes, or even leave the city. This feedback loop ties personal and civic management tightly together. Open or Semi-Open World The game would feature an open or semi-open world where Sims can move freely within the city. This would allow for a seamless experience, whether players are managing the city or stepping into the lives of individual Sims. Why This Idea Stands Out: This game bridges macro-level city planning with micro-level life simulation, creating a dynamic, living world where every decision has consequences. Players can see the direct impact of their city-building decisions on individual lives while also managing the ripple effects of Sims’ actions on the city. A Note on My Experience: I’ll admit that I don’t have much experience with modding or game development, and I don’t have the stomach to even attempt this myself. I just love the idea and wanted to share it with this community in case it resonates with others who might have the skills or connections to bring it to life.
  4. Playing around with Amps, I like what I'm seeing, but the only issue is the items are not what they appear, for example the substation is a box:
  5. Thank you all for your input thus far. Amps looks intresting - giving it a go..
  6. Hi everyone, I’m working on an idea to create a more realistic regional power grid in SimCity 4, something akin to a "power pool" where cities can share electricity over long distances, provided their grids are interconnected. The built-in neighbor deal system is great, but it requires power to be traded city by city, which isn’t ideal for my concept. Here’s what I’m hoping to achieve: Centralized Power Source: A city with a massive power plant (e.g., multiple nuclear plants) that can directly supply power to distant cities across the region. Long-Distance Power Transmission: Cities far away from the main power source should be able to draw power directly without needing intermediary cities. Realistic Visual Representation: I'd like to create or use assets for high-voltage transmission lines that visually link the cities. Efficient Power Sharing: Ensure that only the required amount of power is traded, and excess isn’t wasted. I’ve been exploring tools like iLive’s Reader, Lot Editor, and BAT, but I’m not sure how to modify neighbor deals or create the necessary mechanics to support this system. Has anyone here attempted something similar, or can you point me in the right direction? Any advice, tutorials, or resources you can share would be greatly appreciated. I’m also open to suggestions on mods or tools that might help achieve this. Thanks in advance for your help!
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