Jump to content

ScLu

Member
  • Content Count

    317
  • Joined

  • Last Visited

    A long, long time ago...

Everything posted by ScLu

  1. The Cyclone

    I hate the character limit! I give this a 10 because it was the second and BEST ROLLER COASTER I'VE EVER RIDDEN SO FAR! 8D Could you please do more roller coasters? Dollywood at Pigeon Forge, TN just opened a new coaster called Thunderhead. It's wooden, which is why I just HAVE to ride it.
  2. The Cyclone

    ooOOoo! I rode the Georgia Cyclone (possibly a clone) 11 times when my band went on a trip to Atlanta. Me and a friend rode it 9 times in a row, a water ride, then another 2 times. We would've ridden the Great American Scream Machine, but we ran out of time. BTW, this was at Six Flags over Georgia.
  3. Cyclone Lake

    I just did the math. IT's 4096X4096! Also, I think it was made from a satellite photo of a hurricane (typhoon if you're in the Pacific), which makes it REALLY cool. ;? I'll try to import it on my dad's P4@2.4GHz later when I have the time to D/L.
  4. qbert2, I downloaded your tutorial today and tried to extract the files, but the extraction wizard said that there were no files to extract. When I double-clicked on the ZIP, I GOT A WINDOW THAT SAID THE FILE WAS CORRUPT! WHAT THE HECK'S WRONG WITH THE DOWNLOAD! -EDIT-I just tried to download SC4HEX, AND I GOT THE SAME DAMN CORRUPT FILE WINDOW!
  5. Train Mods

    Date:11/22/2003 9:47:47 PM Author:Trolca I'll try to work with subways some time soon. I put off the Long Island Railroad for now due to lack of material. Here's the River Haven Engine pack. Six freight and two passenger engines. Replacement for original freight. Replacement for original steam. Replacement for original passenger. + five with their own IDs. quote> Which IDs are the passenger trains!? They're messing up another mod I've downloaded! -EDIT-nevermind. I figured my problem out by opening the damn Reader and finding the passenger train engine in the Vehicules exemplar. PLEEEEASE INCLUDE READMES WITH SETS THAT HAVE THE POTENTIAL TO REPLACE IN-GAME ENGINES! The passenger engine's ID is 10A900. The ones in that set are 10A900 and 10A910. Both replace the passenger engines.
  6. fun screen shots

    Date:6/17/2004 7:21:15 PM Author:annoyingdan You need the network addon mod by tropod... You can download it in the mods section. (I think) quote> I've got the network addon mod. And I'm about to download the transit supermod just so I can use the Traffic Cop.
  7. Here's the version 2.0 readme: SCLU'S LONG TRAINS ELABORATION ON BIG RED FISH'S ORIGINAL MOD V 2.0 ----------------------------------------------------------------------- INSTALLATION INSTRUCTIONS Move the DATs of your choice to the plugins folder of your choice to either My Documents\SimCity 4\Plugins[\<sub folder> (if you have one)] or C:\Program Files\Maxis\SimCity 4\Plugins[\<sub floder> (if you have one)]. ----------------------------------------------------------------------- DISCLAIMER Neither me, Simtropolis (and its affiliates), nor Maxis is responsible for any undesired operation of SimCity 4 or any of its companion programs (ilive's Reader, Lot Editor, BAT, etc.). This mod is downloaded completely at your own risk and discretion (dis CRE shun) (look it up if you don't know what it means). I cannot guarantee compatability with any other mods that you, the downloader, may have, but I made an effort to ensure compatability between the DATs in this mod. IF you want more variety and/or choice, let me know at the corresponding thread titled: ScLu's Elaboration on Big Red Fish's Long Trains Mod. ----------------------------------------------------------------------- CREDITS Big Red Fish of Simtropolis deserves credit for the original mod. I just took his idea and elaborated on it to give you, the downloader, a more refined way of true customization. This mod does have a few extra options which will be discussed later in this readme, but I want to thank Big Red Fish and HIS Long Trains mod for inspiring me. Thus, this mod is actually OUR mod because he made an original, and I just elaborated on the idea. ----------------------------------------------------------------------- FIXES AND UPGRADES Version 2.0 has a few extra options and unfortuneately, due to a compatability issue, a few options eliminated. The length options have been diversified. Since the subway and EL transit options are one and the same, they have been combined. And last but not least, the commute time mods have been removed due to compatability issues with other transit related mods. Thus, there are less files in this one, but more options. ----------------------------------------------------------------------- WHAT'S IN THIS MOD THAT IS INSPIRED FROM THE ORIGINAL MOD There are a number of DATs in this mod to be accounted for. NOTE: These changes were made in the Automata Simulator exemplar (25). 1...ScLu_BRF_LongTrains_Elab_CommMed What this DAT does is raise the minimum length of commute trains to 5 cars including the locomotive. However, the commute trains would have the ability to reach 17 cars (including the loco) in length. 2...ScLu_BRF_LongTrains_Elab_CommLong What this DAT does is raise the minimum length of commute trains to 9 cars (countin the loco). The maximum length will be the same as the last DAT. 3...ScLu_BRF_LongTrains_Elab_CommGargantuan What THIS DAT does is raise the minimum length for commuters to 17 cars. The maximum length will be raised to 33 cars. 4...ScLu_BRF_LongTrains_Elab_FreightMed What this DAT does is raise the minimum length of freight trains to 17 cars. However, freight trains have the capacity to reach a GARGANTUAN 65 CARS IN LENGTH! 5...ScLu_BRF_LongTrains_Elab_FreightLong What this DAT does is raise the minimum length of freight trains to 33 cars. The maximum length is unchanged. 6...ScLu_BRF_LongTrains_Elab_FreightGargantuan WARNING: DO NOT USE THIS DAT IF YOU ARE PLANNING TO OPERATE A SMALL (64X64) CITY MAP! THE TRAINS WILL BE TOO DANG LOOOONG! Ahem. What THIS DAT does is raise the minimum length of freight trains to 65 cars. In order to allow some leeway for length, the maximum length has been raised to 97 cars. BE SURE THAT THE NEIGHBOR CONNECTION IS AT LEAST 128 TILES AWAY FROM THE CLOSEST FREIGHT STATION TO THE CONNECTION! There. I'm done preaching to the choir. 7...ScLu_BRF_LongTrains_Elab_MedCap What this DAT does is raise the commuter capacity from 40 to 80. 8...ScLu_BRF_LongTrains_Elab_HiCap What this DAT does is raise the commuter capacity from 40 to 120. 9...ScLu_BRF_LongTrains_Elab_JapaneseCap What this DAT does is raise the commuter capacity from 40 to 160. The reason this DAT is named so, is because my mom has told me stories of the few years she has lived in Japan while her dad was stationed at an army base there. One of them was how packed the trains were. She said that they get SO FULL that the conductors and employees at the train stations literally have to push people into the train cars. That is why this DAT is named so. 10..ScLu_BRF_LongTrains_Elab_RealSpeed What this DAT does is lower the minimum train speed to 70KPH and the maximum to 75KPH from the normals of 140KPH and 150KPH respectively. 11..ScLu_BRF_LongTrains_Elab_FastSpeed What this DAT does is raise the minimum train speed to 280KPH and the maximum to 300KPH. Both this DAT and the previous DAT offer speed alterations within 50% from the game speed. ----------------------------------------------------------------------- WHAT'S IN THIS MOD THAT IS NEW AND NOT INSPIRED These are simple changes made in the Traffic Simulator Exemplar. 1..ScLu_BRF_LongTrains_Elab_HiHiSpeedSubEL What this DAT does is double the speed of the subway and EL. 2..ScLu_BRF_LongTrains_Elab_HiSpeedSubEL What this DAT does is increase the speed of the subway and EL by 50%. 3..ScLu_BRF_LongTrains_Elab_LowSpeedSubEL What this DAT does is decrease the speed of the subway and EL by 50%. 4..ScLu_BRF_LongTrains_Elab_HiHiSpeedMono What this DAT does is double the speed of the monorail. 5..ScLu_BRF_LongTrains_Elab_HiSpeedMono What this DAT does is increase the speed of the monorail by 50%. 6..ScLu_BRF_LongTrains_Elab_LowSpeedMono What this DAT does is decrease the speed of the monorail by 50%. Here are the usage instructions: Please see the README if you are confused by all the numbers. ----------------------------------------------------------------------- In the first part of the WHAT'S IN THIS MOD section Only one of entries 1, 2, & 3 can be used at a time. Only one of entries 4, 5, & 6 can be used at a time. Only one of entries 7, 8, & 9 can be used at a time. Only one of entries 10 & 11 can be used at a time. ----------------------------------------------------------------------- In the second part of the WHAT'S IN THIS MOD section Only one of entries 1, 2, & 3 can be used at a time. Only one of entries 4, 5, & 6 can be used at a time. ----------------------------------------------------------------------- The reason I used numbers is because I already wasted an hour making sure the README was free of typos, made sense, and included EVERY LAST BIT of vital information. So this document only took me about five minutes to type. However, the modding part will take me much longer.
  8. I'm not gonna create a bunch of DATs that do multiple things. That would be to arduous a task for me. That's why I have all these little packets of individual options so people can customize it. I decided to put the changes in little combinable DATs to slash the number of files in the mod. But I'll give traffic cop a try, combine the subway and EL speed sets (subtract 3 from the # of DATs), separate the freight length options from the commuter length options (add 3 to the # of DATs), trash the commute time changing DATs (subtract 3 again from the # of DATs), and put a reference to Traffic Cop in the Readme. Giving a total of 17 files in version 2.0 (I've decided). That's every option that V 2.0 is going to have.
  9. Okay. I'll start work on version...uh...I don't know what to call it...version 1.1 or version 2.0? Any way, I'll get to work on it after I eat breakfast and get started on the lawn (I gotta mow it ). I'm not exactly sure if it's a prop modd because it doesn't mod props. It mods exemplars in the automata tuning and traffic simulator exemplars. About the separate entries for the Subway and EL, I just wasn't thinking and wanted to give you the greatese possible number of choices relevant to the mod. I just threw in the commute time DATs for the heck of it. But I'm still inexperienced at modding and one this big and complex is still new for me. Also, (this is for Pkmnrulz240) I started SimCity 4 right after I posted this mod and put some of the DATs in my hard drive into my game. I started a new city (and put rail in it) and I got no crashing whatsoever. I think your problem COULD be (not IS) a compatability issue with another traffic simulator mod that ALSO alters the commute time. And you probably don't know about it. You could try checking the exemplars in ilive's Reader or DatGen (BTW, I can finally double-click on DATs and view them without having to start up The Reader and open them.). In the Reader (which is the program I used to create this mod), the exemplar is under the Simulator entry in the exemplar analyser. If you look at it in the main window, look for an exemplar titled Traffic Simulator (look in the exemplar name entry) and scroll down to near the bottom to an entry titled Commute Trip Max Time. If the mod does not alter it, the value should read 6. If it does, then it'll read some other number than 6. If you want to use THIS mod bad enough, just right-click on the value and select delete property. Then you'll have to click save in the main window and choose Yes to a window asking you if you want to overwrite the original file. After that, the compatability issue could be solved. I think some mods have been known to crash the game if they were combined with certain other mods. I have a snigging suspicion (DarkMatter, please don't take this the wrong way) that one of DarkMatter's mods (possibly Traffic Cop) could be causing your problem. But I'm not precisely sure because for all I know, it could also be one of the Transit Bug Fixes from The7Trumpets or the Network Addon Mod. I'm just not sure. Whew! I sure said a mouthful didn't I! Well trying to help out is well worth wasting a few lung-fulls. OH! I FORGOT! Would it be reasonable if I split up the length DATs so that there would be three for freight and three for commuters? That would give more choices cause someone might want 32-car long freight trains and 16-coach long passenger trains (minimum).
  10. Can O Pop

    The config ain't showing. Make sure it's in bitmap format and try again.
  11. I don't mean to double post either buuuut... I'm sorry bout the gender mixup in the readme. I'll try PMing one of the admins and see what they can do to help me out. -EDIT-I just PMed ralphaelninja about this thread, so I hope I got us help with the right experience.
  12. Odd. I made sure to remove all the excess files in all the DATs. I'll check and post on it. -EDIT-I double checked the files for the commute time alterers. All I found inside the exemplars were the Parent Cohort, Exemplar Type, Exemplar Name, and the Commute trip max time values. I'm still new at modding, but I'm at my wit's end here looking for SOMETHING that's amiss. I made sure I did everything right.
  13. fun screen shots

    I did that!
  14. fun screen shots

    Date:6/15/2004 1:11:18 PM Author:unusualfire Here's my fun...this interchange was so busy it causes accidents..lol The pile of cars was as high as the offramp..lol They were piling up like sand from an hour glass.quote> BTW, just how the hell did you get that intersection!!!??? I tried for five minutes on SC4 trying to find out how! How do you do it!?!?!?
  15. fun screen shots

    Date:6/16/2004 4:12:05 PM Author:Daeley the taxi drivers are trapped... quote> (sung to the tune of A Marching we will go) OOOOOOOOH! The taxi drivers are trapped. The taxi drivers are trapped. Hi ho the derry-o the taxi drivers are trapped.
  16. Train Mods

    Some of these logos may be repeats of past requests by others or of existing creations of yours, but here's some inspiration. The pics (derived from websites) are in the attatched file just cause attatching a file was faster. And I plan to download all of these cars when I get the time to do so.
  17. I've already got the tunneling mod downloaded. I just have to import a city map I'm having problems on and I can get tunnel happy! Annnnd...POST THE LOTS!
  18. Mega Golf Course Hole 01

    oooooooo! I like to golf occaisionally.
  19. Won Won Apartments

    Tameiki Tower! Do Tameiki Tower! I LOVE THE SC3KULTD ORIENTAL SET!
  20. Paradies Hill SimCity2000 Building

    No stats, no download.
  21. Driveable Nissan Altimas

    Could you include a line of driveable Kias for those low wealth sims? And Volvos for the high wealth?
  22. Guidelines for posting your journals

    Date:6/9/2004 5:31:20 PM Author:Mexicanboy13r i don't know how to post pic of my city also.... i want to make a cj but .........i do not know how tto post pic? quote> Posting a pic is easy. First, make sure it's jpeg, 800X600 max., AND no bigger than 200KB (those parameters are a MUST!). Next, Save As... the pic and give it a file name with legal characters (letters, numbers, ampersand (&), dashes (-), and underscores (_) as far as I know). DON'T PUT IT IN A ZIP IF IT'S BOUND TO BE A PIC IN A POST AND NOT AN ATTATCHMENT! Then, click on this button which is right next to the font color button (the one you clicked to make your post's font color red), click browse, navigate to your pic, click OK, Upload Image, and Close in that sequence AND in the navigation window, the upload prompt window, and the upload completed window respectively (I hope I'm not confusing you). After clicking Close, just wait while the pic gets loaded into its place in your post. That's all there is to it.
  23. Guidelines for posting your journals

    How do I take a picture of a region and a city in god mode? Cause I'm planning to release a CJ later tonight. -EDIT-IF I can finish mowing the yard before my old man needs the compy (I'm gettin $15 per week for that hard labor, but it's the fruit of my efforts).
  24. DiscWorld

    kool
  25. Dexters Parking Bays Transit Enabled

    I accidentally kicked a box of Grape Nuts cereal over as I was looking at this lot. I'm about to vaccuum up the crumbs that my hands couldn't pick up.
×